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Чит-коды

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Europa Universalis IV (RU)

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Вопросы по правке и изменению файлов игры (defines), сохранений относятся к модификации игры и задаются в специальной Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .

Консольные команды на вики описаны <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

Игра уже вышла, и можно собирать коды для неё.

cash - работает, проверенно :D . Кто еще знает коды?

adm [число]

dip[число]

mil[число] — очки монарха.

Таблицы Cheat Engine для Европы. Запустил программу, открыл таблицу, активировал через: 0/1 необходимое и радуйся, строительство за один день, колонизация за один день, перекрещивание и/или ассимиляция по клику мыши по выбранной провинции, изменение стат монарха, быстрая скорость перемещения армий и флотов, минимальный риск восстания, почувствуй себя богом))

Ссылка на страницу с таблицами для разных версий игры: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Гайд по читерству от CVMНажмите здесь!
 Здравия народ! Перечитав все 24 страницы этой темы оказалось, что несколько чит-кодов не включены в первое сообщение.

Вот и решил сделать не большой гайд для каждого из них, ибо они очень полезны.

Надеюсь, что эта информация будет добавлена в первое сообщение, ибо эти читы кране облегчают жизнь игроков, особенно первый код :

0. Встречал я так же тех, кто не смог включить консоль ввода читов.

Для этого нужно, чтобы в игре была раскладка английского языка (shift+alt - по стандарту, ctrl+alt ),

затем нажимаем клавишу *тильда* - в левой верхней части клавиатуры, внизу от *Esc*.

Есть и другие способы вызова консоли, но зачем нажимать каждый раз комбинацию из двух-трёх кнопок?

Итак, как открывать консоль мы теперь знаем. Ниже перечисленные коды просто вводим в это открывшееся окно

1. debug_mode - он показывает при наведении курсором на провинцию его *id*, а так же *TAG*-владельца этой провинций.

Хотя не корректно было относить к читам, ибо чит помогает ГГ или ИИ, а данный код лишь отображает некоторые данные на счёт провинций и государства.

Вот пример иллюстрированный пример использования этого чита :

(IMG:http://radikall.com/images/2014/11/09/90wpr.jpg)

-----------------------

2. Добавление ресурса в ЛЮБУЮ нужную провинцию :

Структура чита такая : event 95** ID

Или словесно : event *номер ресурса* *id-провинций*.

Номера ресурсов таковы :

9501 Рыба

9502 Вино

9503 Шерсть

9504 Ткань

9505 Мех

9506 Соль

9507 Снасть

9508 Медь

9509 Золото

9510 Железо

9511 Рабы

9512 Слоновая кость

9513 Чай

9514 Фарфор

9515 Специи

9516 Кофе

9517 Хлопок

9518 Сахар

9519 Табак

9522 Какао

.

Как вы поняли, процесс таков :

1. Вводим в консоль debug_mode

2. Наводим курсор на нужную провинцию - узнаём id-провинций

3. Выбираем нужный вам ресурс и вводим чит.

К примеру добавлю золото в Рим : event 9509 118

P.S. Вот пример, но лучше так не делайте :

(IMG:http://radikall.com/images/2014/11/09/WZVUX.jpg)

..........................................................

4. Так же для наших Чингисханов и Юстилианов можно добавить гайд по defines.lua , в котром редактируется множество основных настроек игры.

Заходим в *EUUV/common*, открываем definec.lua и понеслась :

Прошу заметить, что если вы используете моды, то в файлах этого мода по подобной директорий : EUIV/mod/*имя мода*/common ; может быть definec.lua,

следовательно меняете definec.lua в папке мода, а не изначальный игровой файл.

1. Моментальная национализация провинций :

...Ищем MONTHS_TO_CORE

...Вы найдёте два параметра, оба ставим так :

MONTHS_TO_CORE_MAXIMUM = 0.08,

MONTHS_TO_CORE = 0,

2. Моментальная смена культуры в провинций.

...Ищем : MONTHS_TO_CHANGE_CULTURE

...Значение параметра меняем на ноль :

MONTHS_TO_CHANGE_CULTURE = 0

3. Уменьшение времени националиЗМА.

...Для смены культуры в провинций в нём не должно быть модификатора *национализм*.

...Итак, ищем : YEARS_OF_NATIONALISM

...Ставим на ноль :

YEARS_OF_NATIONALISM = 0

4. Надоела автономия? Тогда вот вам :

а. DECREASE_AUTONOMY_STEP - определяет на сколько будет снижена автономия за одно *снижение*.

...Ставим на -100 (Минус, обязательно) :

DECREASE_AUTONOMY_STEP = -100

...Есть ещё и параметр INCREASE_AUTONOMY_STEP ,

...но он отличается от предыдущего лишь отсутсвием знака минуса, т.е. повышает автономию.

б. AUTONOMY_CHANGE_DURATION - длительность периода возможности снижения и увеличения автономий.

INCREASE_AUTONOMY_STEP - ставим на 0 и каждый день можете менять уровень автономий.

в. Убираем минимальный порог в *колониях* и *зарубежных провинциях :

Для зарубежных провинции ищем : OVERSEAS_MIN_AUTONOMY

Ставим на ноль и снижайте автономию в Австралийской провинций из столицы в Ирландий до нуля.

Для колоний тот же процесс : COLONY_MIN_AUTONOMY

В целом это основные параметры для завоевателей. Вы и сами можете изучить этот файл.

Там даже для каждого параметра приводится описание на английском (гугл-переводчик в помощь).

Для всех манипуляций в игре нужны будут очки, которые можно получить введя консоль одну из трёх команд :

adm 9999

dip 9999

mil 9999

..

P.S. Сам я не читер, и считаю их губителем интереса. Но можно провести пару кампаний с межконтинентальной войной.

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Чит-эвентыНажмите здесь!
 4021 +1 / +50 престижа

4022 -10% стоимости ADM технологий

4023 -10% стоимости MIL технологий

4024 -10 % уменьшение DIP стоимости технологий

4025 -20% уменьшение стоимости стабильности

4026 Инвестиционные -10 % падение стоимости технологий

4027 +2% миссионерской прочность

4028 -10% стоимости ADM технологий

4029 +10% глобальные налоги

4030 +15% к шпионской атаке/защите

4031 DIP мощность бонус +50 DIP Power Point

4032 DIP мощность бонус +25 DIP Power Point

4104 0,1 ежегодной снижение инфляции

4110 Navigator +10% к колониальному диапазону

4114 0,25 мораль армии

4115 +10% модификатора земли forcelimit

4116 +10% дисциплины

4117 +15% усиление скорости подкрепленний

4118 +10% к manpower

4119 +25% обороне фортов

4120 +10% национальной защите от шпионов

5015 +10 армейских / флот традиции

5019 +50 % налог с модификатором

5023 +1 купец

5024 +30 мнения случайных страны

5027 +20 традиции армии / +50 MIL власть

5039 +базовый налог/рекруты в провинции

6418 +manpower

6419 -5% местного риска восстания

6423 +2 традиции военно-морского флота

6426 -5% цены на тяж.корабли

9469 Наследник родился " под звездой " дает выбор между Александром (6 MIL ) , Цезарь (6 ADM) , или Йохан (6 DIP )

event 4022, event 4033 - +10% налог

event 6002 - +10% боевой дух

event 4022, event 4028 - 10% к админ. технологиям

event 4023 - 10% к воен. технологиям

event 4024, event 4026 - 10% к дип. технологиям

event 4027 - +2% к успеху миссионера

event 4029 - доход от пошлин

event 5015 - повышение морских и военных традиций

event 5022 - колонисты

event 862 - +5 поселенцев

event 5024, event 5056 - улучшить отношения рандом с соседями

event 5057 - +10% защита крепости

event 5070 - +15 эффективность торговли

event 5099 - выбор повышения\понижения меркантилизма

event 718 - усталость от войны

event 737 - укрепление крепости рандом

event 742 - рекруты

event 853 - инфляция

event 857 - +10% прирост дип. отнашений

event 881 - в любой момент игры дает исследователя и карабль

6502 даёт 3 полка (2 пехота 1 конина)

881 даёт корабль

4021-4032 даёт стабильность или престиж

4033 снимает 2 стабильности но взамен даёт другие ачивки

9467 даёт рекрутов и лидерские очки какие то

9465 даёт денег или престиж

850 даёт легитимность или престиж по выбору

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Читы.Нажмите здесь!
 nextsong - переключает текущую композицию саундтрека

date [дата в формате гггг.мм.дд] - устанавливает текущую дату

time - показывает в консоли текущее время

combatsound - устанавливает частоту проигрывания боевой композиции (значение от0 до 50)

reload [имя файла] - перезагрузка gui или lua файла

reloadinterface - перезагрузка всего интерфейса

reloadfx [map/mapname/postfx или *.fx имя файла] - перезагружает шейдеры

reloadtexture [имя файла текстур] - перезагружает указанные текстуры

reloadloc - перезагрудает локализацию(т.е. текст)

event [номер эвента] [тэг страны, которая получит данный эвент] - запускает эвент

die(kill) [тэг страны] - смерть монарха

add_heir [тэг страны] - добавляет наследника

kill_heir [тэг страны] - смерть наследника

siege [iD провинции] - окончание осады в указанной провинции(победа осаждающих)

annex [тэг страны] - Начинает процесс аннексии указанного государства(это государство должно быть вассалом)

integrate [тэг страны] - Начинает процесс интеграции указанного государства(государство должно быть младшим партнером в унии)

vassalize [тэг страны] - Вассализация указанного государства

discover [тэг страны] - Открывает столицу указанного государства

winwars - Устанавливает максимальное количество очков войны(для всех ведущихся государством войн)

spritelevel [<Sprite level>] - Устанавливает внешний вид войск(для всех государств)(значение от 0 до 4, 0-сбрасывает внешний вид войск по умолчанию)

kill_cardinal - смерть кардинала

clear - Очищает консоль

validateevents - проверяет все события не вызывая их

testevent [<Event ID>] [<Character ID>] - проверяет событие без его вызова

testmission [<Mission Name>] - проверяет задание без начала его выполнения

cash [значение] - добавляет золото

population [iD провинции] [значение] - добавляет население в провинцию

setmissionaryprogress [iD провинции] [значение] - устанавливает процесс обращения веры в провинции

manpower [значение] - добавляет мэнпауэр игроку(без ввода значения 50000, если использовать значение, то оно умножается на 1000)

add_natives [iD провинции] [значение] - добавляет аборигенов в указанную провинцию

add_reformlevel [значение] - добавляет уровень реформ для СРИ

add_opinion [Тэг страны] - добавляет очки отношения для указанной страны

add_pi [Тэг страны] - добавляет очки влияния на Папу Римского для указанной страны

add_pa [Тэг страны] - добавляет авторитет патриарха для указанной страны

add_cb [Тэг casus belli] [Тэг страны] - добавляет повод для войны на указанную страну

remove_cb [Тэг casus belli] [Тэг страны] - удаляет повод для войны на указанную страну

tag [Тэг страны] - переключает управление на указанную страну

remove_defender_faith - удаляет защитника религии для той религии к которой принадлежит государство игрока

add_missionary [Тэг страны] - добавляет миссионера для указанной страны

add_colonist [Тэг страны] - добавляет колониста для указанной страны

add_diplo - не разобрался

add_idea_group [<Idea group key>] - добавляет указанную группу идей

power [<stability/tech_table_key/idea_key>] - Adds the specified idea group

powerpoints [значение] - добавляет очки монарха(без указания значения повышает их количество до максимального значения)

adm [значение] - добавляет административные очки(без указания значения повышает их количество до максимального значения)

dip [значение] - добавляет дипломатические очки(без указания значения повышает их количество до максимального значения)

mil [значение] - добавляет военные очки(без указания значения повышает их количество до максимального значения)

piety [значение] - добавляет благочестие(без указания значения повышает их количество до максимального значения)

stability [значение] - повышает стабильность(без указания значения повышает до максимума)

imperial_authority [значение] - повышает имперский авторитет

prestige [значение] - повышает престиж

fow(debug_fow) [iD провинции] - убирает туман войны для провинции или без ее указания - для всего мира

ti(debug_ti) - открывает все неисследованные земли(при повторном вводе возвращает к исходному состоянию до ввода)

savegame - сохраняет игру

IP - показывает ваш IP

requestgamestate - запрос игровой статистики от хоста(насколько понял)

revolt [Тэг страны] - восстание в указанной провинции

pirate [Тэг страны] - появление пиратов в указанной провинции

legitimacy [значение] - устанавливает легитимность правителя

fullscreen - переключение полноэкранного режима

own [iD провинции] - моментальная передача провинции игроку

controll [iD провинции] - даёт возможность получить контроль над провинцией, будто её захватили войсками

selflearningai - включает/выключает самообучение AI(не понял что это значит)

helplog - выводит все консольные команды в game.log файл

help [имя команды] - выводит в консоль все команды или все что связано с той или иной командой.

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Смена формы правления на Республику, Монархию, Теократию.Нажмите здесь!
  Event (ID)

id = revolution.10 - Форма правления меняется на Рев. республику.

id = flavor_hol.3502 - даёт выбор сменить форму правления на Голландскую Респ. или Административную.

id = flavor_tib.1 - Формой правления станет Теократия

id = flavor_mng.17 - Феодальная монархия

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Ещё некоторые интересные события.Нажмите здесь!
  id = flavor_mch.6 - -20% к стоимости тех.

id = flavor_mch.3 - 20% армейский традиций

id = flavor_mng.04 - меняет рандомно в любой провинции ресурс на фарфор

flavor_jap.1 - меркантилизм +10

flavor_jap.39 - меняет ресерсы в провах на чай.

flavor_jap.51 - 5 военных традиций

id = flavor_fra.3148 - Наполеон Бонапарт 6.3.6. (IMG:style_emoticons/default/wink.gif)

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Как сохраниться в режиме ironman от Belphegor.Нажмите здесь!
 

Что такое Ironman, для чего он нужен и какие он создаёт проблемы - описано Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .

Я играю в режиме Ironman исключительно из-за того, что необходимо тщательно обдумывать свои шаги, ведь вернуться в прошлое и что-то изменить нет возможности.

Но тем не менее я иногда разыгрываю несколько вариантов одной партии - для получения различных достижений.

Алгоритм переигрывания и описан ниже.

ВНИМАНИЕ!

Все манипуляции вы проводите на свой страх и риск.

Во избежание лишних проблем, любые действия с файлами сохранений можно производить только при ВЫКЛЮЧЕННОЙ игре Europa Universalis IV.

Если вы в чём-то не уверены, то лучше это не делать.

Акт первый: получаем нужный нам слепок

В необходимый вам момент времени необходимо сохраниться с помощью штатных средств игры, после чего штатными средствами произвести выход из игры (ни каких alt+F4!).

Игра производит сохранение в папку \Steam\userdata\<account id>\236850\remote\save games , куда необходимо отправиться за нужным вам слепком.

Делаем резервную копию слепка в любое удобное место. В случае возникновения проблем резервная копия возвращается в исходную папку и игра с радостью подхватывает этот файл.

Акт первый: клонируем слепок

У сохранений Europa Universalis IV есть одна интересная особенность: сохранения Ironman лежат по адресу, указанному чуть выше. А вот сохранения в обычном режиме хранятся совсем в другом месте - %userprofile%\Documents\Paradox Interactive\Europa Universalis IV\save games, чем мы и воспользуемся.

Копируем полученный в первом акте слепок в %userprofile%\Documents\Paradox Interactive\Europa Universalis IV\save games (для удобства рекомендую создавать отдельные папки для каждой игры).

Акт первый: запускаем слепок

Запуск полученного слепка ни чем не отличается загрузки любого сохранения.

Единственное но: созданные таким образом дополнительные сохранения не попадают в Steam Cloud, о чём нам сообщит отсутствие иконки. Серьёзный минус, если вы привыкли играть одну партию на разных машинах.

Примечания

Если по итогам всех манипуляций игра сообщает, что загрузка нового файла не возможна (в интерфейсе вся карта серая, блок с информацией о стране пуст, текст ошибки "Failed to load the game. This file os corrupted."), то необходимо проделать следующие манипуляции: выйти из игры, пройти в папку с "испорченным" файлом и распаковать его с помощью любого архиватора (советую использовать опцию extract to и распаковывать в папку, имеющую название файла). После чего можно запускать игру и созданное этим способом сохранение. Ошибка должна уйти и игра сможет стартовать.

____________________________________

Подобным способом я создал не менее десятка слепков, инструкция более чем рабочая.

Если у вас возникнут вопросы, пожелания, рекомендации - пишите.

[Cкрыть]
Изменено пользователем alexis
Добавление
Ссылка на комментарий

Закреплённые сообщения
У меня два вопроса:

Во-первых, за что отвечает параметр piety? Я знаю такой параметр в Крестоносцах 2, но в Европе 4 увидел впервые и то вот в этих самых читах. Что это за параметр и где его найти?

Во-вторых, кто-нибудь знает чит на республиканские традиции? А то на легитимность есть, а на их нет, непорядок.

Заранее спасибо.

1. В мусульманстве и кстати православии есть полоска верности религии. Если мусульмане верят то они лучше регенерируется меньше восстаний, есть не верят то дешевле технологии. В православии же не верят - ничего не будет, а если верят то небольшие бонусы. Читы разные на 2-их.

2. republic.1

Есть ли чит на быструю национализацию провинций 028.gif ?
add_core [<Province ID>]

Все консольные команды ]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

debug_mode чтобы узнать id прямо в игре.

Ссылка на комментарий

Iliyadoskatch

Всем спасибо, теперь с благочестием всё мне понятно, однако тот чит который мне посоветовали (republic.1) не работает (пишет "неизвестная команда", как-бы я не старался его ввести). Может есть какой-нибудь другой? И почему этот у меня не работает?

Изменено пользователем Iliyadoskatch
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Flashblacker4
Всем спасибо, теперь с благочестием всё мне понятно, однако тот чит который мне посоветовали (republic.1) не работает (пишет "неизвестная команда", как-бы я не старался его ввести). Может есть какой-нибудь другой? И почему этот у меня не работает?

Читы - зло! :001:

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Valkon
Всем спасибо, теперь с благочестием всё мне понятно, однако тот чит который мне посоветовали (republic.1) не работает (пишет "неизвестная команда", как-бы я не старался его ввести). Может есть какой-нибудь другой? И почему этот у меня не работает?

Потому что republics.1

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Iliyadoskatch
Потому что republics.1

Так тоже пробовал, не получается, по прежнему "команда неизвестна".

Читы - зло! :001:

Я знаю, но с ними бывает весело.

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Millenarian Emperor
Так тоже пробовал, не получается, по прежнему "команда неизвестна".

Я знаю, но с ними бывает весело.

Выкладываю полностью ивенты связанные с Республикой, чтобы таких странных вопросов не было больше.

RepublicsНажмите здесь!
 namespace = republics

# Debates in Republics

country_event = {

id = republics.1

title = republics.1.t

desc = republics.1.d

picture = DEBATE_REPUBLICAN_eventPicture

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.5 }

}

mean_time_to_happen = {

months = 120

}

option = {

name = republics.1.a

add_republican_tradition = -0.2

add_stability = 1

}

option = {

name = republics.1.b

add_republican_tradition = 0.2

add_stability = -1

}

}

# Freetraders

country_event = {

id = republics.2

title = republics.2.t

desc = republics.2.d

picture = MERCHANTS_TALKING_eventPicture

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.5 }

}

mean_time_to_happen = {

months = 120

}

option = {

name = republics.2.a

add_republican_tradition = 0.02

add_mercantilism = -0.03

}

option = {

name = republics.2.b

add_republican_tradition = -0.02

add_mercantilism = 0.03

}

}

# Ruled by Despot

country_event = {

id = republics.3

title = republics.3.t

desc = republics.3.d

picture = DEBATE_REPUBLICAN_eventPicture

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

is_colonial_nation = no

OR = {

AND = {

NOT = { republican_tradition = 0.4 }

has_dlc = "Res Publica"

}

NOT = { republican_tradition = 0.01 }

}

NOT = {

government = revolutionary_republic

}

}

mean_time_to_happen = {

months = 240

modifier = {

factor = 0.5

NOT = { republican_tradition = 0.3 }

}

modifier = {

factor = 0.5

NOT = { republican_tradition = 0.2 }

}

modifier = {

factor = 0.5

NOT = { republican_tradition = 0.1 }

}

modifier = {

factor = 0.01

NOT = { republican_tradition = 0.01 }

}

}

option = {

name = republics.3.a

if = {

limit = { is_tribal = yes }

change_government = tribal_despotism

}

if = {

limit = {

is_tribal = no

has_dlc = "Res Publica"

}

change_government = republican_dictatorship

}

if = {

limit = {

is_tribal = no

NOT = { has_dlc = "Res Publica" }

}

change_government = despotic_monarchy

}

}

}

# The Trial

country_event = {

id = republics.4

title = republics.4.t

desc = republics.4.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 3.0

is_at_war = yes

}

}

option = {

name = republics.4.a

add_adm_power = -50

add_dip_power = -50

add_mil_power = -50

add_republican_tradition = 0.05

}

option = {

name = republics.4.b

add_republican_tradition = -0.05

add_adm_power = 10

add_dip_power = 10

add_mil_power = 10

}

}

# A New Coin

country_event = {

id = republics.5

title = republics.5.t

desc = republics.5.d

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

}

mean_time_to_happen = {

days = 1

}

option = {

name = republics.5.a

add_inflation = 2

}

option = {

name = republics.5.b

add_republican_tradition = -0.10

}

}

# Foreign Plots?

country_event = {

id = republics.6

title = republics.6.t

desc = republics.6.d

picture = ANGRY_MOB_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { years_of_income = 0.5 }

}

}

option = {

name = republics.6.a

add_years_of_income = 0.5

add_republican_tradition = -0.10

}

option = {

name = republics.6.b

add_stability = -1

}

}

# Expand the Bodyguard

country_event = {

id = republics.7

title = republics.7.t

desc = republics.7.d

picture = COURT_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { stability = 3 }

NOT = { republican_tradition = 0.8 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 2

NOT = { years_of_income = 0.5 }

}

}

option = {

name = republics.7.a

add_stability = 1

add_republican_tradition = -0.1

}

option = {

name = republics.7.b

add_republican_tradition = 0.05

}

}

# The firebrand preacher

country_event = {

id = republics.8

title = republics.8.t

desc = republics.8.d

picture = STREET_SPEECH_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

religion_group = christian

is_at_war = yes

war_exhaustion = 10

}

mean_time_to_happen = {

days = 1

}

option = {

name = republics.8.a

add_war_exhaustion = -10

add_republican_tradition = -0.10

}

option = {

name = republics.8.b

add_stability = -1

}

}

# Noble Plot

country_event = {

id = republics.9

title = republics.9.t

desc = republics.9.d

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.9.a

add_stability = -1

}

}

# Splits in the Council

country_event = {

id = republics.10

title = republics.10.t

desc = republics.10.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.10.a

add_mil_power = -50

}

}

#Disputes effecting governments

country_event = {

id = republics.11

title = republics.11.t

desc = republics.11.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.11.a

add_adm_power = -50

}

}

# Trade Wars

country_event = {

id = republics.12

title = republics.12.t

desc = republics.12.d

picture = MERCHANTS_TALKING_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.12.a

add_dip_power = -50

}

}

#Ceremony Disrupted

country_event = {

id = republics.13

title = republics.13.t

desc = republics.13.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.13.a

add_prestige = -33

}

}

# Trade Focus

country_event = {

id = republics.14

title = "EVTNAME9550"

desc = "EVTDESC9550"

picture = MERCHANTS_TALKING_eventPicture

is_triggered_only = yes

trigger = {

NOT = { has_country_flag = trade_focus }

government = merchant_republic

NOT = {

has_country_modifier = "more_merchants"

}

NOT = {

has_country_modifier = "efficienct_merchants"

}

}

mean_time_to_happen = {

days = 1

}

option = {

name = "EVTOPTA9550" # We need more merchants

ai_chance = { factor = 40 }

set_country_flag = trade_focus

add_country_modifier = {

name = "more_merchants"

duration = 1825

}

}

option = {

name = "EVTOPTB9550" # It's efficiency we lack

ai_chance = { factor = 60 }

set_country_flag = trade_focus

add_country_modifier = {

name = "efficienct_merchants"

duration = 1825

}

}

}

# Trade Expansion

country_event = {

id = republics.15

title = "EVTNAME9551"

desc = "EVTDESC9551"

picture = MERCHANTS_TALKING_eventPicture

is_triggered_only = yes

trigger = {

government = merchant_republic

num_of_ports = 1

NOT = { num_of_colonial_subjects = 1 }

maritime_ideas = 2

OR = {

north_america = { has_discovered = ROOT }

south_america = { has_discovered = ROOT }

east_asian_cot = { has_discovered = ROOT }

}

NOT = {

has_country_modifier = local_trade_focus

}

NOT = {

has_country_modifier = global_trade_focus

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

mil = 4

}

modifier = {

factor = 0.9

mil = 5

}

modifier = {

factor = 0.9

mil = 6

}

modifier = {

factor = 1.1

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

has_idea = quest_for_the_new_world

}

modifier = {

factor = 0.9

has_idea = merchant_adventures

}

modifier = {

factor = 0.9

has_idea = land_of_opportunity

}

modifier = {

factor = 0.9

has_idea = colonial_ventures

}

}

option = {

name = "EVTOPTA9551" #Local trade is where our focus should be

ai_chance = { factor = 55 }

add_country_modifier = {

name = "local_trade_focus"

duration = 3650

}

}

option = {

name = "EVTOPTB9551" #Perhaps it's time to broaden our horizons

ai_chance = { factor = 45 }

add_country_modifier = {

name = "global_trade_focus"

duration = 3650

}

}

}

# Budgetary Disagreements

country_event = {

id = republics.16

title = "EVTNAME9552"

desc = "EVTDESC9552"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

government = merchant_republic

NOT = { advisor = treasurer }

NOT = { adm = 1 }

NOT = {

has_country_modifier = budgetary_disagreements_timer

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

NOT = { stability = -1 }

}

modifier = {

factor = 0.8

NOT = { stability = -2 }

}

modifier = {

factor = 1.2

stability = 2

}

modifier = {

factor = 1.2

stability = 3

}

modifier = {

factor = 0.8

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 1.1

trade_efficiency = 0.7

}

modifier = {

factor = 1.1

trade_efficiency = 0.8

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.2 }

}

modifier = {

factor = 1.1

production_efficiency = 0.7

}

modifier = {

factor = 1.1

production_efficiency = 0.8

}

}

option = {

name = "EVTOPTA9552" # Invest it all in research

ai_chance = { factor = 55 }

add_dip_power = 35

hidden_effect = {

add_country_modifier = {

name = budgetary_disagreements_timer

duration = 5

hidden = yes

}

}

}

option = {

name = "EVTOPTB9552" # Save some for future expenses

ai_chance = { factor = 45 }

add_years_of_income = 0.10

hidden_effect = {

add_country_modifier = {

name = budgetary_disagreements_timer

duration = 5

hidden = yes

}

}

}

}

# Disagreements in the Parliament

country_event = {

id = republics.17

title = "EVTNAME9553"

desc = "EVTDESC9553"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = disagreements_in_the_parliament_timer

}

government = merchant_republic

NOT = {

any_active_trade_node = {

has_most_province_trade_power = root

}

}

OR = {

treasury = 250

monthly_income = 50

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

mercantilism = 0.8

}

modifier = {

factor = 0.9

mercantilism = 0.9

}

modifier = {

factor = 0.9

mercantilism = 1.0

}

modifier = {

factor = 0.9

trade_efficiency = 0.7

}

modifier = {

factor = 0.9

trade_efficiency = 0.8

}

modifier = {

factor = 1.1

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 1.1

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 1.1

NOT = { production_efficiency = 0.3 }

}

modifier = {

factor = 1.1

NOT = { production_efficiency = 0.2 }

}

modifier = {

factor = 0.9

advisor = trader

}

}

option = {

name = "EVTOPTA9553" # Try to mediate between the two parties

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = disagreements_in_the_parliament_timer

duration = 3650

hidden = yes

}

}

add_republican_tradition = 0.01

add_dip_power = -25

add_mil_power = -25

}

option = {

name = "EVTOPTB9553" # Propose some other changes

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = disagreements_in_the_parliament_timer

duration = 3650

hidden = yes

}

}

add_stability = -1

}

}

# Misdirected Focus

country_event = {

id = republics.18

title = "EVTNAME9554"

desc = "EVTDESC9554"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = military_focus

}

NOT = {

has_country_modifier = trade_focus

}

government = merchant_republic

NOT = { trade_income_percentage = 0.25 }

is_at_war = yes

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.4 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 0.9

mercantilism = 0.8

}

modifier = {

factor = 0.9

mercantilism = 0.9

}

modifier = {

factor = 0.9

mercantilism = 1.0

}

modifier = {

factor = 1.1

NOT = { mercantilism = 0.3 }

}

modifier = {

factor = 1.1

NOT = { mercantilism = 0.2 }

}

modifier = {

factor = 1.1

NOT = { mercantilism = 0.1 }

}

modifier = {

factor = 0.9

advisor = trader

}

modifier = {

factor = 0.9

num_of_merchants = 5

}

modifier = {

factor = 0.9

num_of_merchants = 4

}

}

option = {

name = "EVTOPTA9554" # It's all according to plan

ai_chance = { factor = 55 }

add_country_modifier = {

name = "military_focus"

duration = 730

}

add_republican_tradition = -0.03

}

option = {

name = "EVTOPTB9554" # Perhaps our focus has been a bit misdirected

ai_chance = { factor = 45 }

add_country_modifier = {

name = "trade_focus"

duration = 730

}

add_adm_power = -10

}

}

# Parliamentary Problems

country_event = {

id = republics.19

title = "EVTNAME9555"

desc = "EVTDESC9555"

picture = ADVISOR_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = parliamentary_problems_timer

}

government = administrative_republic

statesman = 1

NOT = { statesman = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { innovativeness_ideas = 2 }

}

modifier = {

factor = 0.9

NOT = { innovativeness_ideas = 1 }

}

modifier = {

factor = 1.1

innovativeness_ideas = 7

}

modifier = {

factor = 0.9

NOT = { adm = 2 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9555" # Find someone to replace him

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = parliamentary_problems_timer

duration = 1825

hidden = yes

}

}

remove_advisor = statesman

define_advisor = {

type = statesman

skill = 1

}

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9555" # Give him another chance

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = parliamentary_problems_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

add_republican_tradition = 0.01

}

}

# Heated Debates

country_event = {

id = republics.20

title = "EVTNAME9556"

desc = "EVTDESC9556"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = heated_debates_timer

}

government = administrative_republic

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

is_at_war = yes

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9556" # That is probably wise

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = heated_debates_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.25

}

option = {

name = "EVTOPTB9556" # It's not really a problem

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = heated_debates_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

}

}

# Offense or Defense

country_event = {

id = republics.21

title = "EVTNAME9557"

desc = "EVTDESC9557"

picture = BATTLE_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = offensive_modifier

}

NOT = {

has_country_modifier = defensive_modifier

}

government = administrative_republic

is_at_war = yes

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

}

option = {

name = "EVTOPTA9557" #Offense is probably the only option

ai_chance = { factor = 55 }

add_country_modifier = {

name = offensive_modifier

duration = 3650

}

add_stability = -1

}

option = {

name = "EVTOPTB9557" #Defense sounds better at this stage

ai_chance = { factor = 45 }

add_country_modifier = {

name = defensive_modifier

duration = 3650

}

add_stability = -1

}

}

# Conflicting Opinions

country_event = {

id = republics.22

title = "EVTNAME9558"

desc = "EVTDESC9558"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = conflicting_opinions_timer

}

government = administrative_republic

OR = {

NOT = { mil = 2 }

NOT = { adm = 2 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.1

economic_ideas = 7

}

modifier = {

factor = 0.9

NOT = { economic_ideas = 1 }

}

modifier = {

factor = 0.9

num_of_revolts = 1

}

modifier = {

factor = 0.9

num_of_revolts = 2

}

modifier = {

factor = 1.1

advisor = statesman

}

modifier = {

factor = 1.1

statesman = 3

}

}

option = {

name = "EVTOPTA9558" # It's probably best to leave things as they are

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = conflicting_opinions_timer

duration = 3650

hidden = yes

}

}

add_prestige = -8

}

option = {

name = "EVTOPTB9558" # Some restructuring might be needed

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = conflicting_opinions_timer

duration = 3650

hidden = yes

}

}

add_stability = -1

}

}

# An infiltrator in Parliament

country_event = {

id = republics.23

title = "EVTNAME9559"

desc = "EVTDESC9559"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = traitor_in_parliament_timer

}

government = administrative_republic

any_known_country = {

war_with = ROOT

OR = {

advisor = spymaster

advisor = inquisitor

}

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 0.9

war_exhaustion = 2

}

modifier = {

factor = 0.9

war_exhaustion = 4

}

modifier = {

factor = 0.9

war_exhaustion = 6

}

modifier = {

factor = 0.9

war_exhaustion = 8

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 4

}

}

option = {

name = "EVTOPTA9559" # That's not possible

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = traitor_in_parliament_timer

duration = 1825

hidden = yes

}

}

every_country = {

limit = { war_with = ROOT }

add_army_tradition = 5

}

}

option = {

name = "EVTOPTB9559" # That's the only reasonable explanation

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = traitor_in_parliament_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 2

}

}

}

# A Traitor in the Parliament

country_event = {

id = republics.24

title = "EVTNAME9560"

desc = "EVTDESC9560"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = bad_relations_timer

}

government = noble_republic

any_neighbor_country = {

NOT = { has_opinion = { who = ROOT value = 0 } }

OR = {

advisor = spymaster

advisor = inquisitor

}

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.2

spymaster = 3

}

modifier = {

factor = 1.2

advisor = spymaster

}

modifier = {

factor = 1.2

advisor = inquisitor

}

}

option = {

name = "EVTOPTA9560" # Of course it was one of them

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = bad_relations_timer

duration = 1825

hidden = yes

}

}

random_country = {

limit = {

is_neighbor_of = ROOT

NOT = { has_opinion = { who = ROOT value = 0 } }

}

add_opinion = { who = ROOT modifier = opinion_traitor }

}

}

option = {

name = "EVTOPTB9560" # It's better to play it safe until we know more

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = bad_relations_timer

duration = 1825

hidden = yes

}

}

add_prestige = -8

}

}

# Political Chaos

country_event = {

id = republics.25

title = "EVTNAME9561"

desc = "EVTDESC9561"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = political_chaos_timer

}

government = noble_republic

NOT = { adm = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { mil = 2 }

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

}

option = {

name = "EVTOPTA9561" # That's just the nature of politics

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = political_chaos_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 2

}

}

option = {

name = "EVTOPTB9561" # Some restructuring might be necessary

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = political_chaos_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.10

add_stability = 1

}

}

# Influenced Decisions

country_event = {

id = republics.26

title = "EVTNAME9562"

desc = "EVTDESC9562"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = influenced_decisions_timer

}

government = noble_republic

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9562" # It has to stop

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = influenced_decisions_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 50

add_stability = -1

}

}

option = {

name = "EVTOPTB9562" # That can't be true

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = influenced_decisions_timer

duration = 1825

hidden = yes

}

}

add_prestige = -5

}

}

# Financial Disagreements

country_event = {

id = republics.27

title = "EVTNAME9563"

desc = "EVTDESC9563"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = financial_disagreements_timer

}

government = noble_republic

num_of_loans = 1

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.2

advisor = treasurer

}

modifier = {

factor = 1.2

advisor = master_of_mint

}

modifier = {

factor = 1.2

treasurer = 3

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 0.8

num_of_loans = 2

}

modifier = {

factor = 0.9

inflation = 4

}

modifier = {

factor = 0.9

inflation = 6

}

modifier = {

factor = 0.9

inflation = 8

}

modifier = {

factor = 0.9

inflation = 10

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

}

option = {

name = "EVTOPTA9563" # Mint more money

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = financial_disagreements_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = 0.25

add_inflation = 4

}

option = {

name = "EVTOPTB9563" # Raise taxes

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = financial_disagreements_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = 0.25

add_stability = -1

}

}

# Military Spending

country_event = {

id = republics.28

title = "EVTNAME9564"

desc = "EVTDESC9564"

picture = MILITARY_CAMP_eventPicture

is_triggered_only = yes

trigger = {

NOT = { has_country_modifier = trade_and_production_cutbacks }

NOT = { has_country_modifier = military_cutbacks }

government = noble_republic

is_at_war = yes

OR = {

NOT = { trade_efficiency = 0.4 }

NOT = { production_efficiency = 0.4 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

manpower_percentage = 0.7

}

modifier = {

factor = 0.9

manpower_percentage = 0.8

}

modifier = {

factor = 0.9

manpower_percentage = 0.9

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.2 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 0.9

is_monarch_leader = yes

}

modifier = {

factor = 0.9

mil = 6

}

modifier = {

factor = 0.9

mil = 5

}

modifier = {

factor = 1.2

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

advisor = army_reformer

}

modifier = {

factor = 0.9

advisor = army_organiser

}

modifier = {

factor = 0.9

advisor = fortification_expert

}

modifier = {

factor = 0.9

advisor = naval_reformer

}

modifier = {

factor = 1.2

advisor = natural_scientist

}

modifier = {

factor = 1.2

advisor = trader

}

}

option = {

name = "EVTOPTA9564" # Well, trade and production aren't as important

ai_chance = { factor = 55 }

add_country_modifier = {

name = "trade_and_production_cutbacks"

duration = 730

}

}

option = {

name = "EVTOPTB9564" # Cut back on military expenses

ai_chance = { factor = 45 }

add_country_modifier = {

name = "military_cutbacks"

duration = 730

}

}

}

# A Strong Army or Navy?

country_event = {

id = republics.29

title = "EVTNAME9565"

desc = "EVTDESC9565"

picture = MILITARY_CAMP_eventPicture

is_triggered_only = yes

trigger = {

NOT = { has_country_modifier = naval_modifier }

NOT = { has_country_modifier = land_modifier }

government = constitutional_republic

maritime_ideas = 1

offensive_ideas = 1

num_of_ports = 1

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

num_of_ports = 2

}

modifier = {

factor = 0.9

mil = 4

}

modifier = {

factor = 0.9

mil = 5

}

modifier = {

factor = 0.9

mil = 6

}

modifier = {

factor = 0.9

is_monarch_leader = yes

}

modifier = {

factor = 0.9

advisor = naval_reformer

}

modifier = {

factor = 0.9

advisor = navigator

}

modifier = {

factor = 1.1

advisor = army_reformer

}

modifier = {

factor = 1.1

advisor = grand_captain

}

modifier = {

factor = 1.1

advisor = army_organiser

}

}

option = {

name = "EVTOPTA9565" # A large navy is the only option

ai_chance = { factor = 55 }

add_country_modifier = {

name = naval_modifier

duration = 3650

}

}

option = {

name = "EVTOPTB9565" # A large army would be more beneficial

ai_chance = { factor = 45 }

add_country_modifier = {

name = land_modifier

duration = 3650

}

random = {

chance = 20

add_stability = -1

}

}

}

# Military Leniency

country_event = {

id = republics.30

title = "EVTNAME9566"

desc = "EVTDESC9566"

picture = MILITARY_CAMP_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = foreign_control_timer

}

government = constitutional_republic

is_at_war = no

any_core_province = {

is_core = ROOT

any_neighbor_province = {

NOT = { owned_by = ROOT }

is_core = ROOT

}

}

}

mean_time_to_happen = {

days = 1

}

option = {

name = "EVTOPTA9566" # They fail to see the bigger picture

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = foreign_control_timer

duration = 1825

hidden = yes

}

}

add_prestige = -5

add_republican_tradition = -0.02

}

option = {

name = "EVTOPTB9566" # It's not of any interest anymore

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = foreign_control_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

add_republican_tradition = 0.01

}

}

# Too many liberties

country_event = {

id = republics.31

title = "EVTNAME9567"

desc = "EVTDESC9567"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = too_many_liberties_timer

}

government = constitutional_republic

has_regency = no

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

is_monarch_leader = yes

}

modifier = {

factor = 0.9

NOT = { dip = 1 }

}

modifier = {

factor = 1.1

dip = 4

}

modifier = {

factor = 1.1

dip = 5

}

modifier = {

factor = 1.1

dip = 6

}

}

option = {

name = "EVTOPTA9567" # They are exaggerating

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = too_many_liberties_timer

duration = 1825

hidden = yes

}

}

add_prestige = -2

add_republican_tradition = 0.01

}

option = {

name = "EVTOPTB9567" # Take appropriate measurements

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = too_many_liberties_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 2

}

add_republican_tradition = -0.01

}

}

# Economic Decisions

country_event = {

id = republics.32

title = "EVTNAME9568"

desc = "EVTDESC9568"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = short_term_boost

}

NOT = {

has_country_modifier = long_term_boost

}

government = constitutional_republic

OR = {

advisor = treasurer

advisor = master_of_mint

advisor = trader

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

is_bankrupt = yes

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

num_of_loans = 3

}

modifier = {

factor = 0.9

treasurer = 5

}

modifier = {

factor = 0.9

treasurer = 6

}

modifier = {

factor = 0.9

statesman = 3

}

}

option = {

name = "EVTOPTA9568" # A short term bost is probably the best option

ai_chance = { factor = 55 }

add_country_modifier = {

name = "short_term_boost"

duration = 365

}

}

option = {

name = "EVTOPTB9568" # Consider the long term consequences

ai_chance = { factor = 45 }

add_country_modifier = {

name = "long_term_boost"

duration = 730

}

add_republican_tradition = 0.01

}

}

# Military Expenses

country_event = {

id = republics.33

title = "EVTNAME9569"

desc = "EVTDESC9569"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = military_maintenance_timer

}

NOT = {

has_country_modifier = decreased_military_funding

}

government = constitutional_republic

army_size_percentage = 0.7

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

advisor = treasurer

}

modifier = {

factor = 0.9

advisor = master_of_mint

}

modifier = {

factor = 1.1

advisor = naval_reformer

}

modifier = {

factor = 1.1

advisor = army_reformer

}

modifier = {

factor = 1.1

advisor = army_organiser

}

modifier = {

factor = 1.2

is_monarch_leader = yes

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

}

option = {

name = "EVTOPTA9569" # Convince them that we can afford it

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = military_maintenance_timer

duration = 730

hidden = yes

}

}

add_years_of_income = -0.10

}

option = {

name = "EVTOPTB9569" # Agree to make some cutbacks

ai_chance = { factor = 45 }

set_country_flag = military_maintenance

add_country_modifier = {

name = "decreased_military_funding"

duration = 730

}

add_republican_tradition = 0.01

}

}

# Sympathisers of the Old Government

country_event = {

id = republics.34

title = "EVTNAME9570"

desc = "EVTDESC9570"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = sympathisers_of_old_government_timer

}

government = revolutionary_republic

NOT = { mil = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

is_monarch_leader = yes

}

modifier = {

factor = 1.1

advisor = statesman

}

}

option = {

name = "EVTOPTA9570" # That won't be necessary

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = sympathisers_of_old_government_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 5

}

add_republican_tradition = 0.01

}

option = {

name = "EVTOPTB9570" # Get to it

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = sympathisers_of_old_government_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.20

add_republican_tradition = -0.01

}

}

# A New Constitution

country_event = {

id = republics.35

title = "EVTNAME9571"

desc = "EVTDESC9571"

picture = ADVISOR_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = a_new_constitution_timer

}

government = revolutionary_republic

NOT = { economic_ideas = 4 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { economic_ideas = 2 }

}

modifier = {

factor = 0.9

NOT = { economic_ideas = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

}

option = {

name = "EVTOPTA9571" # It will be solved soon enough

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = a_new_constitution_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 40

add_stability = -1

}

add_republican_tradition = 0.02

}

option = {

name = "EVTOPTB9571" # Request some help

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = a_new_constitution_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.3

define_advisor = {

type = statesman

skill = 3

}

add_republican_tradition = 0.01

}

}

# Areas of Research

country_event = {

id = republics.36

title = "EVTNAME9572"

desc = "EVTDESC9572"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = even_spread_of_investments

}

NOT = {

has_country_modifier = areas_of_research_timer

}

government = revolutionary_republic

OR = {

advisor = naval_reformer

advisor = army_reformer

advisor = army_organiser

advisor = recruitmaster

advisor = trader

advisor = natural_scientist

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

statesman = 3

}

}

option = {

name = "EVTOPTA9572" # An even spread should do the trick

ai_chance = { factor = 55 }

add_country_modifier = {

name = "even_spread_of_investments"

duration = 730

}

add_republican_tradition = 0.01

}

option = {

name = "EVTOPTB9572" # There's no need for any extra investments

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = areas_of_research_timer

duration = 730

hidden = yes

}

}

add_inflation = 3

add_years_of_income = 0.25

}

}

# Lack of Support

country_event = {

id = republics.37

title = "EVTNAME9573"

desc = "EVTDESC9573"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = premature_election_timer

}

NOT = {

has_country_modifier = financial_arguments

}

government = revolutionary_republic

has_regency = no

NOT = { dip = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { dip = 1 }

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

inflation = 4

}

modifier = {

factor = 0.9

inflation = 8

}

modifier = {

factor = 0.9

inflation = 12

}

}

option = {

name = "EVTOPTA9573" # Ignore them

ai_chance = { factor = 55 }

add_country_modifier = {

name = "financial_arguments"

duration = 730

}

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9573" # Hear them out once more

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = premature_election_timer

duration = 730

hidden = yes

}

}

add_years_of_income = -0.20

add_republican_tradition = 0.01

}

}

# Anxious Parliament

country_event = {

id = republics.38

title = "EVTNAME9574"

desc = "EVTDESC9574"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = anxious_parliament_timer

}

NOT = {

has_country_modifier = emergency_plan

}

government = revolutionary_republic

advisor = spymaster

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

spymaster = 3

}

modifier = {

factor = 0.8

advisor = inquisitor

}

modifier = {

factor = 0.8

inquisitor = 3

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.8

NOT = { mil = 1 }

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

}

option = {

name = "EVTOPTA9574" # It's nothing to worry about

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = anxious_parliament_timer

duration = 730

hidden = yes

}

}

random = {

chance = 40

random_owned_province = {

limit = { is_core = yes }

create_revolt = 1

}

}

}

option = {

name = "EVTOPTB9574" # It's better to be safe than sorry

ai_chance = { factor = 45 }

add_years_of_income = -0.20

add_country_modifier = {

name = "emergency_plan"

duration = 730

}

}

}

# Troublesome Parliament

country_event = {

id = republics.39

title = "EVTNAME9575"

desc = "EVTDESC9575"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = centralization_modifier

}

NOT = {

has_country_modifier = bothersome_parliament

}

OR = {

government = republican_dictatorship

government = dictatorship

}

has_regency = no

OR = {

NOT = { mil = 2 }

NOT = { adm = 2 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

is_monarch_leader = yes

}

}

option = {

name = "EVTOPTA9575" # Make it a bit more clear to them

ai_chance = { factor = 55 }

add_country_modifier = {

name = "centralization_modifier"

duration = 3650

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 3

}

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9575" # Let them think they have a say in things

ai_chance = { factor = 45 }

add_country_modifier = {

name = "bothersome_parliament"

duration = 730

}

add_republican_tradition = 0.02

}

}

# Overspending

country_event = {

id = republics.40

title = "EVTNAME9576"

desc = "EVTDESC9576"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = over_budget_timer

}

OR = {

government = republican_dictatorship

government = dictatorship

}

stability = -2

advisor = treasurer

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.1

advisor = statesman

}

modifier = {

factor = 0.9

advisor = master_of_mint

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

inflation = 5

}

modifier = {

factor = 0.9

inflation = 10

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 2 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9576" # Try to convince them of otherwise

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = over_budget_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.10

}

option = {

name = "EVTOPTB9576" # Let them worry

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = over_budget_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

}

}

#Embezzlement

country_event = {

id = republics.41

title = "EVTNAME9577"

desc = "EVTDESC9577"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = embezzlement_timer

}

OR = {

government = republican_dictatorship

government = dictatorship

}

has_advisor = yes

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

is_bankrupt = yes

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

}

option = {

name = "EVTOPTA9577" # There's probably a good explanation for this

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = embezzlement_timer

duration = 1825

hidden = yes

}

}

add_prestige = -5

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9577" # Get rid of him

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = embezzlement_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 50

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 5

}

}

add_republican_tradition = 0.01

}

}

# Planned Coup

country_event = {

id = republics.42

title = "EVTNAME9578"

desc = "EVTDESC9578"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = planned_coup_timer

}

NOT = {

has_country_modifier = spies_investigate

}

OR = {

government = republican_dictatorship

government = dictatorship

}

has_regency = no

OR = {

army_reformer = 3

grand_captain = 3

commandant = 3

overextension_percentage = 0.25

NOT = { prestige = 1 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.2

stability = 2

}

modifier = {

factor = 1.3

stability = 3

}

modifier = {

factor = 1.1

mil = 6

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 0.9

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

}

option = {

name = "EVTOPTA9578" # You can never be too careful

ai_chance = { factor = 55 }

add_years_of_income = -0.30

add_country_modifier = {

name = spies_investigate

duration = 1825

}

random = {

chance = 20

random_owned_province = {

limit = { is_capital = yes }

create_revolt = 1

}

}

}

option = {

name = "EVTOPTB9578" # They wouldn't dare!

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = planned_coup_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 50

random_owned_province = {

limit = { is_capital = yes }

create_revolt = 1

}

}

}

}

# Possible Traitors

country_event = {

id = republics.43

title = "EVTNAME9579"

desc = "EVTDESC9579"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = possible_traitors_timer

}

NOT = {

has_country_modifier = counter_espionage

}

OR = {

government = republican_dictatorship

government = dictatorship

}

any_neighbor_country = {

mil = 3

NOT = { alliance_with = ROOT }

NOT = { marriage_with = ROOT }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.2

stability = 2

}

modifier = {

factor = 1.3

stability = 3

}

modifier = {

factor = 0.9

is_at_war = yes

}

modifier = {

factor = 0.9

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9579" # Confront them

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = possible_traitors_timer

duration = 1825

hidden = yes

}

}

random_country = {

limit = {

is_neighbor_of = ROOT

mil = 3

NOT = { alliance_with = ROOT }

NOT = { marriage_with = ROOT }

}

add_opinion = { who = ROOT modifier = opinion_confront_spies }

}

}

option = {

name = "EVTOPTB9579" # Send a few spies of your own

ai_chance = { factor = 45 }

add_country_modifier = {

name = counter_espionage

duration = 1825

}

add_prestige = -10

}

}

# Ruled by Despot

country_event = {

id = republics.100

title = republics.3.t

desc = republics.3.d

picture = COURT_eventPicture

trigger = {

NOT = { republican_tradition = 0.01 }

government = revolutionary_republic

}

mean_time_to_happen = {

months = 1

}

option = {

name = republics.3.a

change_government = revolutionary_empire

}

}

[Cкрыть]

Ищите вам нужные ивенты тут.

D:\Games\Europa Universalis IV 1.7.0\events.

P. S. Перед тем как задавать вопросы, не по ленитесь сами найти и проверить, то что вам нужно.

Ссылка на комментарий

Valkon
Так тоже пробовал, не получается, по прежнему "команда неизвестна".

Уточним. Эвенты активируются командой event, то есть, писать надо event republics.1

Ссылка на комментарий

Iliyadoskatch
Выкладываю полностью ивенты связанные с Республикой, чтобы таких странных вопросов не было больше.

RepublicsНажмите здесь!
 namespace = republics

# Debates in Republics

country_event = {

id = republics.1

title = republics.1.t

desc = republics.1.d

picture = DEBATE_REPUBLICAN_eventPicture

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.5 }

}

mean_time_to_happen = {

months = 120

}

option = {

name = republics.1.a

add_republican_tradition = -0.2

add_stability = 1

}

option = {

name = republics.1.b

add_republican_tradition = 0.2

add_stability = -1

}

}

# Freetraders

country_event = {

id = republics.2

title = republics.2.t

desc = republics.2.d

picture = MERCHANTS_TALKING_eventPicture

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.5 }

}

mean_time_to_happen = {

months = 120

}

option = {

name = republics.2.a

add_republican_tradition = 0.02

add_mercantilism = -0.03

}

option = {

name = republics.2.b

add_republican_tradition = -0.02

add_mercantilism = 0.03

}

}

# Ruled by Despot

country_event = {

id = republics.3

title = republics.3.t

desc = republics.3.d

picture = DEBATE_REPUBLICAN_eventPicture

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

is_colonial_nation = no

OR = {

AND = {

NOT = { republican_tradition = 0.4 }

has_dlc = "Res Publica"

}

NOT = { republican_tradition = 0.01 }

}

NOT = {

government = revolutionary_republic

}

}

mean_time_to_happen = {

months = 240

modifier = {

factor = 0.5

NOT = { republican_tradition = 0.3 }

}

modifier = {

factor = 0.5

NOT = { republican_tradition = 0.2 }

}

modifier = {

factor = 0.5

NOT = { republican_tradition = 0.1 }

}

modifier = {

factor = 0.01

NOT = { republican_tradition = 0.01 }

}

}

option = {

name = republics.3.a

if = {

limit = { is_tribal = yes }

change_government = tribal_despotism

}

if = {

limit = {

is_tribal = no

has_dlc = "Res Publica"

}

change_government = republican_dictatorship

}

if = {

limit = {

is_tribal = no

NOT = { has_dlc = "Res Publica" }

}

change_government = despotic_monarchy

}

}

}

# The Trial

country_event = {

id = republics.4

title = republics.4.t

desc = republics.4.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 3.0

is_at_war = yes

}

}

option = {

name = republics.4.a

add_adm_power = -50

add_dip_power = -50

add_mil_power = -50

add_republican_tradition = 0.05

}

option = {

name = republics.4.b

add_republican_tradition = -0.05

add_adm_power = 10

add_dip_power = 10

add_mil_power = 10

}

}

# A New Coin

country_event = {

id = republics.5

title = republics.5.t

desc = republics.5.d

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

}

mean_time_to_happen = {

days = 1

}

option = {

name = republics.5.a

add_inflation = 2

}

option = {

name = republics.5.b

add_republican_tradition = -0.10

}

}

# Foreign Plots?

country_event = {

id = republics.6

title = republics.6.t

desc = republics.6.d

picture = ANGRY_MOB_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { years_of_income = 0.5 }

}

}

option = {

name = republics.6.a

add_years_of_income = 0.5

add_republican_tradition = -0.10

}

option = {

name = republics.6.b

add_stability = -1

}

}

# Expand the Bodyguard

country_event = {

id = republics.7

title = republics.7.t

desc = republics.7.d

picture = COURT_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { stability = 3 }

NOT = { republican_tradition = 0.8 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 2

NOT = { years_of_income = 0.5 }

}

}

option = {

name = republics.7.a

add_stability = 1

add_republican_tradition = -0.1

}

option = {

name = republics.7.b

add_republican_tradition = 0.05

}

}

# The firebrand preacher

country_event = {

id = republics.8

title = republics.8.t

desc = republics.8.d

picture = STREET_SPEECH_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

religion_group = christian

is_at_war = yes

war_exhaustion = 10

}

mean_time_to_happen = {

days = 1

}

option = {

name = republics.8.a

add_war_exhaustion = -10

add_republican_tradition = -0.10

}

option = {

name = republics.8.b

add_stability = -1

}

}

# Noble Plot

country_event = {

id = republics.9

title = republics.9.t

desc = republics.9.d

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.9.a

add_stability = -1

}

}

# Splits in the Council

country_event = {

id = republics.10

title = republics.10.t

desc = republics.10.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.10.a

add_mil_power = -50

}

}

#Disputes effecting governments

country_event = {

id = republics.11

title = republics.11.t

desc = republics.11.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.11.a

add_adm_power = -50

}

}

# Trade Wars

country_event = {

id = republics.12

title = republics.12.t

desc = republics.12.d

picture = MERCHANTS_TALKING_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.12.a

add_dip_power = -50

}

}

#Ceremony Disrupted

country_event = {

id = republics.13

title = republics.13.t

desc = republics.13.d

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

government = republic

OR = {

NOT = { has_dlc = "Res Publica" }

NOT = { government = dutch_republic }

}

NOT = { republican_tradition = 0.80 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.5

NOT = { republican_tradition = 0.70 }

}

modifier = {

factor = 2.0

NOT = { republican_tradition = 0.50 }

}

modifier = {

factor = 3.0

NOT = { republican_tradition = 0.30 }

}

modifier = {

factor = 5.0

NOT = { republican_tradition = 0.10 }

}

}

option = {

name = republics.13.a

add_prestige = -33

}

}

# Trade Focus

country_event = {

id = republics.14

title = "EVTNAME9550"

desc = "EVTDESC9550"

picture = MERCHANTS_TALKING_eventPicture

is_triggered_only = yes

trigger = {

NOT = { has_country_flag = trade_focus }

government = merchant_republic

NOT = {

has_country_modifier = "more_merchants"

}

NOT = {

has_country_modifier = "efficienct_merchants"

}

}

mean_time_to_happen = {

days = 1

}

option = {

name = "EVTOPTA9550" # We need more merchants

ai_chance = { factor = 40 }

set_country_flag = trade_focus

add_country_modifier = {

name = "more_merchants"

duration = 1825

}

}

option = {

name = "EVTOPTB9550" # It's efficiency we lack

ai_chance = { factor = 60 }

set_country_flag = trade_focus

add_country_modifier = {

name = "efficienct_merchants"

duration = 1825

}

}

}

# Trade Expansion

country_event = {

id = republics.15

title = "EVTNAME9551"

desc = "EVTDESC9551"

picture = MERCHANTS_TALKING_eventPicture

is_triggered_only = yes

trigger = {

government = merchant_republic

num_of_ports = 1

NOT = { num_of_colonial_subjects = 1 }

maritime_ideas = 2

OR = {

north_america = { has_discovered = ROOT }

south_america = { has_discovered = ROOT }

east_asian_cot = { has_discovered = ROOT }

}

NOT = {

has_country_modifier = local_trade_focus

}

NOT = {

has_country_modifier = global_trade_focus

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

mil = 4

}

modifier = {

factor = 0.9

mil = 5

}

modifier = {

factor = 0.9

mil = 6

}

modifier = {

factor = 1.1

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

has_idea = quest_for_the_new_world

}

modifier = {

factor = 0.9

has_idea = merchant_adventures

}

modifier = {

factor = 0.9

has_idea = land_of_opportunity

}

modifier = {

factor = 0.9

has_idea = colonial_ventures

}

}

option = {

name = "EVTOPTA9551" #Local trade is where our focus should be

ai_chance = { factor = 55 }

add_country_modifier = {

name = "local_trade_focus"

duration = 3650

}

}

option = {

name = "EVTOPTB9551" #Perhaps it's time to broaden our horizons

ai_chance = { factor = 45 }

add_country_modifier = {

name = "global_trade_focus"

duration = 3650

}

}

}

# Budgetary Disagreements

country_event = {

id = republics.16

title = "EVTNAME9552"

desc = "EVTDESC9552"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

government = merchant_republic

NOT = { advisor = treasurer }

NOT = { adm = 1 }

NOT = {

has_country_modifier = budgetary_disagreements_timer

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

NOT = { stability = -1 }

}

modifier = {

factor = 0.8

NOT = { stability = -2 }

}

modifier = {

factor = 1.2

stability = 2

}

modifier = {

factor = 1.2

stability = 3

}

modifier = {

factor = 0.8

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 1.1

trade_efficiency = 0.7

}

modifier = {

factor = 1.1

trade_efficiency = 0.8

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.2 }

}

modifier = {

factor = 1.1

production_efficiency = 0.7

}

modifier = {

factor = 1.1

production_efficiency = 0.8

}

}

option = {

name = "EVTOPTA9552" # Invest it all in research

ai_chance = { factor = 55 }

add_dip_power = 35

hidden_effect = {

add_country_modifier = {

name = budgetary_disagreements_timer

duration = 5

hidden = yes

}

}

}

option = {

name = "EVTOPTB9552" # Save some for future expenses

ai_chance = { factor = 45 }

add_years_of_income = 0.10

hidden_effect = {

add_country_modifier = {

name = budgetary_disagreements_timer

duration = 5

hidden = yes

}

}

}

}

# Disagreements in the Parliament

country_event = {

id = republics.17

title = "EVTNAME9553"

desc = "EVTDESC9553"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = disagreements_in_the_parliament_timer

}

government = merchant_republic

NOT = {

any_active_trade_node = {

has_most_province_trade_power = root

}

}

OR = {

treasury = 250

monthly_income = 50

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

mercantilism = 0.8

}

modifier = {

factor = 0.9

mercantilism = 0.9

}

modifier = {

factor = 0.9

mercantilism = 1.0

}

modifier = {

factor = 0.9

trade_efficiency = 0.7

}

modifier = {

factor = 0.9

trade_efficiency = 0.8

}

modifier = {

factor = 1.1

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 1.1

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 1.1

NOT = { production_efficiency = 0.3 }

}

modifier = {

factor = 1.1

NOT = { production_efficiency = 0.2 }

}

modifier = {

factor = 0.9

advisor = trader

}

}

option = {

name = "EVTOPTA9553" # Try to mediate between the two parties

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = disagreements_in_the_parliament_timer

duration = 3650

hidden = yes

}

}

add_republican_tradition = 0.01

add_dip_power = -25

add_mil_power = -25

}

option = {

name = "EVTOPTB9553" # Propose some other changes

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = disagreements_in_the_parliament_timer

duration = 3650

hidden = yes

}

}

add_stability = -1

}

}

# Misdirected Focus

country_event = {

id = republics.18

title = "EVTNAME9554"

desc = "EVTDESC9554"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = military_focus

}

NOT = {

has_country_modifier = trade_focus

}

government = merchant_republic

NOT = { trade_income_percentage = 0.25 }

is_at_war = yes

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.4 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 0.9

mercantilism = 0.8

}

modifier = {

factor = 0.9

mercantilism = 0.9

}

modifier = {

factor = 0.9

mercantilism = 1.0

}

modifier = {

factor = 1.1

NOT = { mercantilism = 0.3 }

}

modifier = {

factor = 1.1

NOT = { mercantilism = 0.2 }

}

modifier = {

factor = 1.1

NOT = { mercantilism = 0.1 }

}

modifier = {

factor = 0.9

advisor = trader

}

modifier = {

factor = 0.9

num_of_merchants = 5

}

modifier = {

factor = 0.9

num_of_merchants = 4

}

}

option = {

name = "EVTOPTA9554" # It's all according to plan

ai_chance = { factor = 55 }

add_country_modifier = {

name = "military_focus"

duration = 730

}

add_republican_tradition = -0.03

}

option = {

name = "EVTOPTB9554" # Perhaps our focus has been a bit misdirected

ai_chance = { factor = 45 }

add_country_modifier = {

name = "trade_focus"

duration = 730

}

add_adm_power = -10

}

}

# Parliamentary Problems

country_event = {

id = republics.19

title = "EVTNAME9555"

desc = "EVTDESC9555"

picture = ADVISOR_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = parliamentary_problems_timer

}

government = administrative_republic

statesman = 1

NOT = { statesman = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { innovativeness_ideas = 2 }

}

modifier = {

factor = 0.9

NOT = { innovativeness_ideas = 1 }

}

modifier = {

factor = 1.1

innovativeness_ideas = 7

}

modifier = {

factor = 0.9

NOT = { adm = 2 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9555" # Find someone to replace him

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = parliamentary_problems_timer

duration = 1825

hidden = yes

}

}

remove_advisor = statesman

define_advisor = {

type = statesman

skill = 1

}

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9555" # Give him another chance

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = parliamentary_problems_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

add_republican_tradition = 0.01

}

}

# Heated Debates

country_event = {

id = republics.20

title = "EVTNAME9556"

desc = "EVTDESC9556"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = heated_debates_timer

}

government = administrative_republic

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

is_at_war = yes

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9556" # That is probably wise

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = heated_debates_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.25

}

option = {

name = "EVTOPTB9556" # It's not really a problem

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = heated_debates_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

}

}

# Offense or Defense

country_event = {

id = republics.21

title = "EVTNAME9557"

desc = "EVTDESC9557"

picture = BATTLE_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = offensive_modifier

}

NOT = {

has_country_modifier = defensive_modifier

}

government = administrative_republic

is_at_war = yes

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

}

option = {

name = "EVTOPTA9557" #Offense is probably the only option

ai_chance = { factor = 55 }

add_country_modifier = {

name = offensive_modifier

duration = 3650

}

add_stability = -1

}

option = {

name = "EVTOPTB9557" #Defense sounds better at this stage

ai_chance = { factor = 45 }

add_country_modifier = {

name = defensive_modifier

duration = 3650

}

add_stability = -1

}

}

# Conflicting Opinions

country_event = {

id = republics.22

title = "EVTNAME9558"

desc = "EVTDESC9558"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = conflicting_opinions_timer

}

government = administrative_republic

OR = {

NOT = { mil = 2 }

NOT = { adm = 2 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.1

economic_ideas = 7

}

modifier = {

factor = 0.9

NOT = { economic_ideas = 1 }

}

modifier = {

factor = 0.9

num_of_revolts = 1

}

modifier = {

factor = 0.9

num_of_revolts = 2

}

modifier = {

factor = 1.1

advisor = statesman

}

modifier = {

factor = 1.1

statesman = 3

}

}

option = {

name = "EVTOPTA9558" # It's probably best to leave things as they are

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = conflicting_opinions_timer

duration = 3650

hidden = yes

}

}

add_prestige = -8

}

option = {

name = "EVTOPTB9558" # Some restructuring might be needed

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = conflicting_opinions_timer

duration = 3650

hidden = yes

}

}

add_stability = -1

}

}

# An infiltrator in Parliament

country_event = {

id = republics.23

title = "EVTNAME9559"

desc = "EVTDESC9559"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = traitor_in_parliament_timer

}

government = administrative_republic

any_known_country = {

war_with = ROOT

OR = {

advisor = spymaster

advisor = inquisitor

}

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 0.9

war_exhaustion = 2

}

modifier = {

factor = 0.9

war_exhaustion = 4

}

modifier = {

factor = 0.9

war_exhaustion = 6

}

modifier = {

factor = 0.9

war_exhaustion = 8

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 4

}

}

option = {

name = "EVTOPTA9559" # That's not possible

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = traitor_in_parliament_timer

duration = 1825

hidden = yes

}

}

every_country = {

limit = { war_with = ROOT }

add_army_tradition = 5

}

}

option = {

name = "EVTOPTB9559" # That's the only reasonable explanation

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = traitor_in_parliament_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 2

}

}

}

# A Traitor in the Parliament

country_event = {

id = republics.24

title = "EVTNAME9560"

desc = "EVTDESC9560"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = bad_relations_timer

}

government = noble_republic

any_neighbor_country = {

NOT = { has_opinion = { who = ROOT value = 0 } }

OR = {

advisor = spymaster

advisor = inquisitor

}

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.2

spymaster = 3

}

modifier = {

factor = 1.2

advisor = spymaster

}

modifier = {

factor = 1.2

advisor = inquisitor

}

}

option = {

name = "EVTOPTA9560" # Of course it was one of them

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = bad_relations_timer

duration = 1825

hidden = yes

}

}

random_country = {

limit = {

is_neighbor_of = ROOT

NOT = { has_opinion = { who = ROOT value = 0 } }

}

add_opinion = { who = ROOT modifier = opinion_traitor }

}

}

option = {

name = "EVTOPTB9560" # It's better to play it safe until we know more

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = bad_relations_timer

duration = 1825

hidden = yes

}

}

add_prestige = -8

}

}

# Political Chaos

country_event = {

id = republics.25

title = "EVTNAME9561"

desc = "EVTDESC9561"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = political_chaos_timer

}

government = noble_republic

NOT = { adm = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { mil = 2 }

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

}

option = {

name = "EVTOPTA9561" # That's just the nature of politics

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = political_chaos_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 2

}

}

option = {

name = "EVTOPTB9561" # Some restructuring might be necessary

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = political_chaos_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.10

add_stability = 1

}

}

# Influenced Decisions

country_event = {

id = republics.26

title = "EVTNAME9562"

desc = "EVTDESC9562"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = influenced_decisions_timer

}

government = noble_republic

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9562" # It has to stop

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = influenced_decisions_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 50

add_stability = -1

}

}

option = {

name = "EVTOPTB9562" # That can't be true

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = influenced_decisions_timer

duration = 1825

hidden = yes

}

}

add_prestige = -5

}

}

# Financial Disagreements

country_event = {

id = republics.27

title = "EVTNAME9563"

desc = "EVTDESC9563"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = financial_disagreements_timer

}

government = noble_republic

num_of_loans = 1

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.2

advisor = treasurer

}

modifier = {

factor = 1.2

advisor = master_of_mint

}

modifier = {

factor = 1.2

treasurer = 3

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 0.8

num_of_loans = 2

}

modifier = {

factor = 0.9

inflation = 4

}

modifier = {

factor = 0.9

inflation = 6

}

modifier = {

factor = 0.9

inflation = 8

}

modifier = {

factor = 0.9

inflation = 10

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

}

option = {

name = "EVTOPTA9563" # Mint more money

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = financial_disagreements_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = 0.25

add_inflation = 4

}

option = {

name = "EVTOPTB9563" # Raise taxes

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = financial_disagreements_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = 0.25

add_stability = -1

}

}

# Military Spending

country_event = {

id = republics.28

title = "EVTNAME9564"

desc = "EVTDESC9564"

picture = MILITARY_CAMP_eventPicture

is_triggered_only = yes

trigger = {

NOT = { has_country_modifier = trade_and_production_cutbacks }

NOT = { has_country_modifier = military_cutbacks }

government = noble_republic

is_at_war = yes

OR = {

NOT = { trade_efficiency = 0.4 }

NOT = { production_efficiency = 0.4 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

manpower_percentage = 0.7

}

modifier = {

factor = 0.9

manpower_percentage = 0.8

}

modifier = {

factor = 0.9

manpower_percentage = 0.9

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { production_efficiency = 0.2 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.3 }

}

modifier = {

factor = 0.9

NOT = { trade_efficiency = 0.2 }

}

modifier = {

factor = 0.9

is_monarch_leader = yes

}

modifier = {

factor = 0.9

mil = 6

}

modifier = {

factor = 0.9

mil = 5

}

modifier = {

factor = 1.2

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

advisor = army_reformer

}

modifier = {

factor = 0.9

advisor = army_organiser

}

modifier = {

factor = 0.9

advisor = fortification_expert

}

modifier = {

factor = 0.9

advisor = naval_reformer

}

modifier = {

factor = 1.2

advisor = natural_scientist

}

modifier = {

factor = 1.2

advisor = trader

}

}

option = {

name = "EVTOPTA9564" # Well, trade and production aren't as important

ai_chance = { factor = 55 }

add_country_modifier = {

name = "trade_and_production_cutbacks"

duration = 730

}

}

option = {

name = "EVTOPTB9564" # Cut back on military expenses

ai_chance = { factor = 45 }

add_country_modifier = {

name = "military_cutbacks"

duration = 730

}

}

}

# A Strong Army or Navy?

country_event = {

id = republics.29

title = "EVTNAME9565"

desc = "EVTDESC9565"

picture = MILITARY_CAMP_eventPicture

is_triggered_only = yes

trigger = {

NOT = { has_country_modifier = naval_modifier }

NOT = { has_country_modifier = land_modifier }

government = constitutional_republic

maritime_ideas = 1

offensive_ideas = 1

num_of_ports = 1

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

num_of_ports = 2

}

modifier = {

factor = 0.9

mil = 4

}

modifier = {

factor = 0.9

mil = 5

}

modifier = {

factor = 0.9

mil = 6

}

modifier = {

factor = 0.9

is_monarch_leader = yes

}

modifier = {

factor = 0.9

advisor = naval_reformer

}

modifier = {

factor = 0.9

advisor = navigator

}

modifier = {

factor = 1.1

advisor = army_reformer

}

modifier = {

factor = 1.1

advisor = grand_captain

}

modifier = {

factor = 1.1

advisor = army_organiser

}

}

option = {

name = "EVTOPTA9565" # A large navy is the only option

ai_chance = { factor = 55 }

add_country_modifier = {

name = naval_modifier

duration = 3650

}

}

option = {

name = "EVTOPTB9565" # A large army would be more beneficial

ai_chance = { factor = 45 }

add_country_modifier = {

name = land_modifier

duration = 3650

}

random = {

chance = 20

add_stability = -1

}

}

}

# Military Leniency

country_event = {

id = republics.30

title = "EVTNAME9566"

desc = "EVTDESC9566"

picture = MILITARY_CAMP_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = foreign_control_timer

}

government = constitutional_republic

is_at_war = no

any_core_province = {

is_core = ROOT

any_neighbor_province = {

NOT = { owned_by = ROOT }

is_core = ROOT

}

}

}

mean_time_to_happen = {

days = 1

}

option = {

name = "EVTOPTA9566" # They fail to see the bigger picture

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = foreign_control_timer

duration = 1825

hidden = yes

}

}

add_prestige = -5

add_republican_tradition = -0.02

}

option = {

name = "EVTOPTB9566" # It's not of any interest anymore

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = foreign_control_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

add_republican_tradition = 0.01

}

}

# Too many liberties

country_event = {

id = republics.31

title = "EVTNAME9567"

desc = "EVTDESC9567"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = too_many_liberties_timer

}

government = constitutional_republic

has_regency = no

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

is_monarch_leader = yes

}

modifier = {

factor = 0.9

NOT = { dip = 1 }

}

modifier = {

factor = 1.1

dip = 4

}

modifier = {

factor = 1.1

dip = 5

}

modifier = {

factor = 1.1

dip = 6

}

}

option = {

name = "EVTOPTA9567" # They are exaggerating

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = too_many_liberties_timer

duration = 1825

hidden = yes

}

}

add_prestige = -2

add_republican_tradition = 0.01

}

option = {

name = "EVTOPTB9567" # Take appropriate measurements

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = too_many_liberties_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 2

}

add_republican_tradition = -0.01

}

}

# Economic Decisions

country_event = {

id = republics.32

title = "EVTNAME9568"

desc = "EVTDESC9568"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = short_term_boost

}

NOT = {

has_country_modifier = long_term_boost

}

government = constitutional_republic

OR = {

advisor = treasurer

advisor = master_of_mint

advisor = trader

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

is_bankrupt = yes

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

num_of_loans = 3

}

modifier = {

factor = 0.9

treasurer = 5

}

modifier = {

factor = 0.9

treasurer = 6

}

modifier = {

factor = 0.9

statesman = 3

}

}

option = {

name = "EVTOPTA9568" # A short term bost is probably the best option

ai_chance = { factor = 55 }

add_country_modifier = {

name = "short_term_boost"

duration = 365

}

}

option = {

name = "EVTOPTB9568" # Consider the long term consequences

ai_chance = { factor = 45 }

add_country_modifier = {

name = "long_term_boost"

duration = 730

}

add_republican_tradition = 0.01

}

}

# Military Expenses

country_event = {

id = republics.33

title = "EVTNAME9569"

desc = "EVTDESC9569"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = military_maintenance_timer

}

NOT = {

has_country_modifier = decreased_military_funding

}

government = constitutional_republic

army_size_percentage = 0.7

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

advisor = treasurer

}

modifier = {

factor = 0.9

advisor = master_of_mint

}

modifier = {

factor = 1.1

advisor = naval_reformer

}

modifier = {

factor = 1.1

advisor = army_reformer

}

modifier = {

factor = 1.1

advisor = army_organiser

}

modifier = {

factor = 1.2

is_monarch_leader = yes

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

}

option = {

name = "EVTOPTA9569" # Convince them that we can afford it

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = military_maintenance_timer

duration = 730

hidden = yes

}

}

add_years_of_income = -0.10

}

option = {

name = "EVTOPTB9569" # Agree to make some cutbacks

ai_chance = { factor = 45 }

set_country_flag = military_maintenance

add_country_modifier = {

name = "decreased_military_funding"

duration = 730

}

add_republican_tradition = 0.01

}

}

# Sympathisers of the Old Government

country_event = {

id = republics.34

title = "EVTNAME9570"

desc = "EVTDESC9570"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = sympathisers_of_old_government_timer

}

government = revolutionary_republic

NOT = { mil = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

is_monarch_leader = yes

}

modifier = {

factor = 1.1

advisor = statesman

}

}

option = {

name = "EVTOPTA9570" # That won't be necessary

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = sympathisers_of_old_government_timer

duration = 1825

hidden = yes

}

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 5

}

add_republican_tradition = 0.01

}

option = {

name = "EVTOPTB9570" # Get to it

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = sympathisers_of_old_government_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.20

add_republican_tradition = -0.01

}

}

# A New Constitution

country_event = {

id = republics.35

title = "EVTNAME9571"

desc = "EVTDESC9571"

picture = ADVISOR_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = a_new_constitution_timer

}

government = revolutionary_republic

NOT = { economic_ideas = 4 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { economic_ideas = 2 }

}

modifier = {

factor = 0.9

NOT = { economic_ideas = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

}

option = {

name = "EVTOPTA9571" # It will be solved soon enough

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = a_new_constitution_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 40

add_stability = -1

}

add_republican_tradition = 0.02

}

option = {

name = "EVTOPTB9571" # Request some help

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = a_new_constitution_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.3

define_advisor = {

type = statesman

skill = 3

}

add_republican_tradition = 0.01

}

}

# Areas of Research

country_event = {

id = republics.36

title = "EVTNAME9572"

desc = "EVTDESC9572"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = even_spread_of_investments

}

NOT = {

has_country_modifier = areas_of_research_timer

}

government = revolutionary_republic

OR = {

advisor = naval_reformer

advisor = army_reformer

advisor = army_organiser

advisor = recruitmaster

advisor = trader

advisor = natural_scientist

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

statesman = 3

}

}

option = {

name = "EVTOPTA9572" # An even spread should do the trick

ai_chance = { factor = 55 }

add_country_modifier = {

name = "even_spread_of_investments"

duration = 730

}

add_republican_tradition = 0.01

}

option = {

name = "EVTOPTB9572" # There's no need for any extra investments

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = areas_of_research_timer

duration = 730

hidden = yes

}

}

add_inflation = 3

add_years_of_income = 0.25

}

}

# Lack of Support

country_event = {

id = republics.37

title = "EVTNAME9573"

desc = "EVTDESC9573"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = premature_election_timer

}

NOT = {

has_country_modifier = financial_arguments

}

government = revolutionary_republic

has_regency = no

NOT = { dip = 2 }

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { dip = 1 }

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

inflation = 4

}

modifier = {

factor = 0.9

inflation = 8

}

modifier = {

factor = 0.9

inflation = 12

}

}

option = {

name = "EVTOPTA9573" # Ignore them

ai_chance = { factor = 55 }

add_country_modifier = {

name = "financial_arguments"

duration = 730

}

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9573" # Hear them out once more

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = premature_election_timer

duration = 730

hidden = yes

}

}

add_years_of_income = -0.20

add_republican_tradition = 0.01

}

}

# Anxious Parliament

country_event = {

id = republics.38

title = "EVTNAME9574"

desc = "EVTDESC9574"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = anxious_parliament_timer

}

NOT = {

has_country_modifier = emergency_plan

}

government = revolutionary_republic

advisor = spymaster

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

spymaster = 3

}

modifier = {

factor = 0.8

advisor = inquisitor

}

modifier = {

factor = 0.8

inquisitor = 3

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 0.8

NOT = { mil = 1 }

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 6

}

}

option = {

name = "EVTOPTA9574" # It's nothing to worry about

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = anxious_parliament_timer

duration = 730

hidden = yes

}

}

random = {

chance = 40

random_owned_province = {

limit = { is_core = yes }

create_revolt = 1

}

}

}

option = {

name = "EVTOPTB9574" # It's better to be safe than sorry

ai_chance = { factor = 45 }

add_years_of_income = -0.20

add_country_modifier = {

name = "emergency_plan"

duration = 730

}

}

}

# Troublesome Parliament

country_event = {

id = republics.39

title = "EVTNAME9575"

desc = "EVTDESC9575"

picture = LIBERUM_VETO_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = centralization_modifier

}

NOT = {

has_country_modifier = bothersome_parliament

}

OR = {

government = republican_dictatorship

government = dictatorship

}

has_regency = no

OR = {

NOT = { mil = 2 }

NOT = { adm = 2 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

is_monarch_leader = yes

}

}

option = {

name = "EVTOPTA9575" # Make it a bit more clear to them

ai_chance = { factor = 55 }

add_country_modifier = {

name = "centralization_modifier"

duration = 3650

}

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 3

}

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9575" # Let them think they have a say in things

ai_chance = { factor = 45 }

add_country_modifier = {

name = "bothersome_parliament"

duration = 730

}

add_republican_tradition = 0.02

}

}

# Overspending

country_event = {

id = republics.40

title = "EVTNAME9576"

desc = "EVTDESC9576"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = over_budget_timer

}

OR = {

government = republican_dictatorship

government = dictatorship

}

stability = -2

advisor = treasurer

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 1.1

advisor = statesman

}

modifier = {

factor = 0.9

advisor = master_of_mint

}

modifier = {

factor = 0.9

num_of_loans = 1

}

modifier = {

factor = 0.9

num_of_loans = 2

}

modifier = {

factor = 0.9

inflation = 5

}

modifier = {

factor = 0.9

inflation = 10

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 2 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9576" # Try to convince them of otherwise

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = over_budget_timer

duration = 1825

hidden = yes

}

}

add_years_of_income = -0.10

}

option = {

name = "EVTOPTB9576" # Let them worry

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = over_budget_timer

duration = 1825

hidden = yes

}

}

add_stability = -1

}

}

#Embezzlement

country_event = {

id = republics.41

title = "EVTNAME9577"

desc = "EVTDESC9577"

picture = ECONOMY_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = embezzlement_timer

}

OR = {

government = republican_dictatorship

government = dictatorship

}

has_advisor = yes

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.8

is_bankrupt = yes

}

modifier = {

factor = 1.1

stability = 3

}

modifier = {

factor = 1.1

stability = 2

}

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.1

adm = 6

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

}

option = {

name = "EVTOPTA9577" # There's probably a good explanation for this

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = embezzlement_timer

duration = 1825

hidden = yes

}

}

add_prestige = -5

add_republican_tradition = -0.01

}

option = {

name = "EVTOPTB9577" # Get rid of him

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = embezzlement_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 50

random_owned_province = {

limit = { is_capital = yes }

add_revolt_risk = 5

}

}

add_republican_tradition = 0.01

}

}

# Planned Coup

country_event = {

id = republics.42

title = "EVTNAME9578"

desc = "EVTDESC9578"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = planned_coup_timer

}

NOT = {

has_country_modifier = spies_investigate

}

OR = {

government = republican_dictatorship

government = dictatorship

}

has_regency = no

OR = {

army_reformer = 3

grand_captain = 3

commandant = 3

overextension_percentage = 0.25

NOT = { prestige = 1 }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.2

stability = 2

}

modifier = {

factor = 1.3

stability = 3

}

modifier = {

factor = 1.1

mil = 6

}

modifier = {

factor = 1.1

mil = 5

}

modifier = {

factor = 1.1

mil = 4

}

modifier = {

factor = 0.9

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

}

option = {

name = "EVTOPTA9578" # You can never be too careful

ai_chance = { factor = 55 }

add_years_of_income = -0.30

add_country_modifier = {

name = spies_investigate

duration = 1825

}

random = {

chance = 20

random_owned_province = {

limit = { is_capital = yes }

create_revolt = 1

}

}

}

option = {

name = "EVTOPTB9578" # They wouldn't dare!

ai_chance = { factor = 45 }

hidden_effect = {

add_country_modifier = {

name = planned_coup_timer

duration = 1825

hidden = yes

}

}

random = {

chance = 50

random_owned_province = {

limit = { is_capital = yes }

create_revolt = 1

}

}

}

}

# Possible Traitors

country_event = {

id = republics.43

title = "EVTNAME9579"

desc = "EVTDESC9579"

picture = DEBATE_REPUBLICAN_eventPicture

is_triggered_only = yes

trigger = {

NOT = {

has_country_modifier = possible_traitors_timer

}

NOT = {

has_country_modifier = counter_espionage

}

OR = {

government = republican_dictatorship

government = dictatorship

}

any_neighbor_country = {

mil = 3

NOT = { alliance_with = ROOT }

NOT = { marriage_with = ROOT }

}

}

mean_time_to_happen = {

days = 1

modifier = {

factor = 0.9

NOT = { stability = -1 }

}

modifier = {

factor = 0.9

NOT = { stability = -2 }

}

modifier = {

factor = 1.2

stability = 2

}

modifier = {

factor = 1.3

stability = 3

}

modifier = {

factor = 0.9

is_at_war = yes

}

modifier = {

factor = 0.9

NOT = { mil = 1 }

}

modifier = {

factor = 0.9

NOT = { adm = 1 }

}

modifier = {

factor = 1.1

adm = 4

}

modifier = {

factor = 1.1

adm = 5

}

modifier = {

factor = 1.1

adm = 6

}

}

option = {

name = "EVTOPTA9579" # Confront them

ai_chance = { factor = 55 }

hidden_effect = {

add_country_modifier = {

name = possible_traitors_timer

duration = 1825

hidden = yes

}

}

random_country = {

limit = {

is_neighbor_of = ROOT

mil = 3

NOT = { alliance_with = ROOT }

NOT = { marriage_with = ROOT }

}

add_opinion = { who = ROOT modifier = opinion_confront_spies }

}

}

option = {

name = "EVTOPTB9579" # Send a few spies of your own

ai_chance = { factor = 45 }

add_country_modifier = {

name = counter_espionage

duration = 1825

}

add_prestige = -10

}

}

# Ruled by Despot

country_event = {

id = republics.100

title = republics.3.t

desc = republics.3.d

picture = COURT_eventPicture

trigger = {

NOT = { republican_tradition = 0.01 }

government = revolutionary_republic

}

mean_time_to_happen = {

months = 1

}

option = {

name = republics.3.a

change_government = revolutionary_empire

}

}

[Cкрыть]

Ищите вам нужные ивенты тут.

D:\Games\Europa Universalis IV 1.7.0\events.

P. S. Перед тем как задавать вопросы, не по ленитесь сами найти и проверить, то что вам нужно.

Я искал, но видно плохо, сейчас опробую.

Уточним. Эвенты активируются командой event, то есть, писать надо event republics.1

Спасибо, не знал что это ивент, я думал они только цифровые бывают.

Кстати, что значит чит "population"? Вроде-бы население в провинциях в Европе 4 убрали... Или это что-то другое?

Изменено пользователем Iliyadoskatch
Ссылка на комментарий

Millenarian Emperor
Я искал, но видно плохо, сейчас опробую.

Спасибо, не знал что это ивент, я думал они только цифровые бывают.

Кстати, что значит чит "population"? Вроде-бы население в провинциях в Европе 4 убрали... Или это что-то другое?

Всё верно, это население, добавляет население (число) в указанную провинцию, на данный момент разработчики не вернули это, но кто знает что будет в будущем.

Так что не обращайте внимание, население и ползунки политики остались еще с третьей части, то есть четвертая часть на самом деле третья часть (3.5).

Из этого следует что разработчикам было лень и затратно делать все с нуля, поэтому они взяли третью часть и в ней качестве основы...

1) Обновили движок.

2) Добавили немного новых фишек, причем сделали это поверх старых и типа никто не заметит этого подвоха итак далее.

Далее это назвали Europa Universalis IV и стали продавать по-полной цене как за отдельную игру.

The End History.

Ссылка на комментарий

Всё верно, это население, добавляет население (число) в указанную провинцию, на данный момент разработчики не вернули это, но кто знает что будет в будущем.

Так что не обращайте внимание, население и ползунки политики остались еще с третьей части, то есть четвертая часть на самом деле третья часть (3.5).

Из этого следует что разработчикам было лень и затратно делать все с нуля, поэтому они взяли третью часть и в ней качестве основы...

1) Обновили движок.

2) Добавили немного новых фишек, причем сделали это поверх старых и типа никто не заметит этого подвоха итак далее.

Далее это назвали Europa Universalis IV и стали продавать по-полной цене как за отдельную игру.

The End History.

В колониях есть жители пока не станет самостоятельной провинцией

Ссылка на комментарий

Millenarian Emperor
В колониях есть жители пока не станет самостоятельной провинцией

Это единственное упоминание и что осталось от населения.

Ссылка на комментарий

Rosrislav006

Как узнать ай-ди провинции? Есть код для отображения ID? Есть ли самодельные ивенты на увеличение населения? У меня не вышло((

Изменено пользователем Rosrislav006
Ссылка на комментарий

Как узнать ай-ди провинции? Есть код для отображения ID? Есть ли самодельные ивенты на увеличение населения? У меня не вышло((

debug_mode

Ссылка на комментарий

Rosrislav006

А как можно ускорить строительство и наем солдат?

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А как можно ускорить строительство и наем солдат?

домами например. 4-й в ветке производства.

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Rosrislav006
домами например. 4-й в ветке производства.

Да вроде бы все здания прокачал, но строительство как было 12/24 мес. так и осталось

Ссылка на комментарий

Drabodano
А как можно ускорить строительство и наем солдат?

Быстрый наем солдат

Кинуть в ...\Europa Universalis IV\eventsНажмите здесь!
 Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. [Cкрыть]

Кинуть в ...\Europa Universalis IV\common\event_modifiersНажмите здесь!
 Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. [Cкрыть]
Изменено пользователем Drabodano
Ссылка на комментарий

Ребята помогите с читом) что только не пробовал что бы перейти в революционную республику не как не получаеться(( Читы не работают или я не правильно ввожу их....

id = revolution.10 - Форма правления меняется на Рев. республику

Как мне правильно ввести этот чит сверху что бы он сработал? Для Францыи

Ссылка на комментарий

Ребята помогите с читом) что только не пробовал что бы перейти в революционную республику не как не получаеться(( Читы не работают или я не правильно ввожу их....

id = revolution.10 - Форма правления меняется на Рев. республику

Как мне правильно ввести этот чит сверху что бы он сработал? Для Францыи

event revolution.10

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