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Basic Event Modding

Event Requirements

Some events are extra rare. When they are normaly rolled, a d100 is rolled to determine the chance theevent happening.
if this is left at 0, then the d100 is not rolled.

Note: A value of zero means that the event can happen unlimited times.

Required Era





The event will only happen after this turn.

The event will only happen before this turn.

Required Season

Some events only happen during a specific season.









Nation Requirement

This nation must be in play for the event to fire. Entering a value of zero will disable this.

This nation must not be in play for the event to fire.

The event can only fire for this nation.

The event can never fire for this nation.

The event can never fire for this nation and its allies during a disciples game.

Treasury Requirments

The nation that this event fires for must have at leas one gem of the specified type(s).









Note: A value of zero will waive this requirement.

Province Requirements

Determines if the event can happen only in a capital province, never in a capital province, or anyware.


Determines if the event can happen only in the affected nations capital province, never in its capital province, or anyware.




Sets the minimum population in a province for the event to fire. Note: The actuall value is ten times this number.

Sets the maximum population in a province for the event to fire. Note: The actuall value is ten times this number.

Sets the minimum province defence in a province for the event to fire.

Sets the maximum province defence in a province for the event to fire.

Sets the minimum unrest in a province for the event to fire.

Sets the maximum unrest in a province for the event to fire.











Determins if the provence must or must not be mountainous. A provence is defined as mountainous if it is on or bordered by a mountain.














Site Requirements

Note: If this event creates a site, then this value should always be at least one.

This site cannot be present in the provence.

Determins if this site must be present in the provence and discovered.


Determins if this site must be present in the provence and not have been discovered.


Determins if this site must be present in the provence. Wheather is has been discovered or not does not matter.


Determins if this site must be present in the provence or present in a provence next the provence the even fires in.


Determins if this throne must have been claimed by someone.


Determins if this throne must be exist in the game and not have been clamed.


Dominion Requirements

This nation must control the provence and have positive dominion in the provence.

This nation must have positive dominion in the provence.

Determines if the provence must or must not have have the owner's dominion.


The minimum provence owner's dominion value for the event to happen.

The maximum provence owner's dominion value for the event to happen.

Percent per dominion candle for the event to happen. To create an event that fires...

Scale Requirements

How this works: If an event has a required Turmoil value of 2, then it will only fire if that scale in the provence is 2 or 3. If it has required Turmoil value of -1, then it will fire only if the Order scale is 1, or if the Turmoil scale is 1-3.












Monster Requirements

Determins if a commander (not a scout) must be present in the provence to fire.


Monster must be present in provence.

Two monsters of the same type must be present in provence.

Five monsters of the same type must be present in provence.

Monster must not be present in the provence.

Monster must be present somewhere in the world for the event to fire.

Monster must not be present anywhere in the world for the event to fire.

Monster must be listed umong the dead. This only applies to monsters with the #unique tag.

If fewer troops then the minimum in a provence, or more troops then the maximum, the event will not affect the provence.


If a priest is present and preaching in a provence, the the event has a chance of happening based on the priest's holy magic levels.

Mage Requirements

These values set the minimum and/or maximum values for the paths that a mage (or priest) located in the provence for an event to fire.



















Target Requirements

If the target is a commander, enter it's number below.

Determins if a the target must (or must not be) a pretender or disciple.


Determins if a the target must (or must not have) hands.


Determins if a the target must be male or female.


Target must have at least one level in this magic path.

Target must have at least two levels in this magic path.

Target must have at least three levels in this magic path.

Target must have at least four levels in this magic path.

The target must have the following afflictions

Target must be carrying out one of the following orders.

The target must have this item.

The target must not have this item.

Determins if a the target must (or must not be) undead.


Determins if a the target must (or must not be) a demon.


Determins if a the target must (or must not be) an animal.


Determins if a the target must (or must not be) an inanimate being.


Determins if a the target must (or must not be) mindless.


Determins if a the target must (or must not be) immobile.


Determins if a the target must (or must not be) a magic being.


The event target must be owned by this nation.

The event target does not need be owned by the ruller of the provence.

Event Code Requirements

The affected provence must have this event code.

At least one provence in the world must have this event code.

No provences in the world can have this event code.

At least one provence adjacent to the affected one must have this event code.

At least one provence adjacent to the affected one must have this event code.

Enchantment Requirements

The commands are used for the creation of global encantments.

This enchantment cannot be active.

This enchantment must be active.

This enchantment must be active, and the enchantment must have been cast by a unit commanded by the nation affected by the event. Example: Maelstrom.

This enchantment must be active, and the enchantment must have been cast by a unit commanded by the nation or an ally of the nation affected by the event. Example: Gift of Health.

This enchantment must be active, and the enchantment must have been cast by an unit commanded by an enemy of the nation affected by the event. Example: The Looming Hell.

This enchantment must be active, and it will only affect provences with the same dominion as the own of the casting unit.

Event Effects

Basic Effects

Sets nation owner. Okay, that isn't very helpful. A more indepth explanition is that this command is used for event that spawn new units. An event that gave a bunch of free troops would use the "Provence owner" setting, because we want them to have the same alligence as the nation that they are fighting for. A barbarian attack would use the defualt "Indpendents" setting, because the barbarians are not loyal to any paticular nation. If we want to spawn units that are loyal to a specific nation, such as middle age ermor, then we select "Specific nation" and ender the nation ID below. If we want to spawn units that are loyal to the nation that cast a specific enchantment, then we select "Global enchantment owner", and enter the encahntment ID below.






Event does not display a text mesage to the player.

Note: Even if no message is displayed to the player, this can still be used

Event does not appear in the event logs.

Treasure Effects

Gives a rendom magic item based off specific rarity. A specific item can also be specified.

Gives or takes an amount of gold. A rough amount will randomly vary by 50%. That is to say, if this is set to 250, then every time the even fires, the affected nation will be given between 125 and 375 gold. Use the exact amount field for more precise control.

Scale Effects

Scales





































Give Gems





Province Effects





Kills a percentage of the population.

Kills a specific amount of the population. This number randomly varies by 25%, and the final amount will be rounded to the tens place, so a value of 300 will result in 225 to 375 dieing. This is then rounded, so in game this will result in from 230 to 380 of the population dieing.

Amount: 0 to 0

Adds to the population. Like the pervous command, this value also randomly varies by 25%, and the final result is also rounded.

Amount:

Add or subtract unburied corpses. This number number randomly varies by 25%, but it is not rounded.




If the affected provence does not already have a fort, it will be given one.





Note: The name of the site to reveal is set above in the "Name of site" field.

Adds a discovered site to the provence.

Removes a site from the provence.

Adds a hidden site to the provence.

The dominion of the provence changes the that of the event owner, and is set to this amount.


Any thrones in provence are claimed by the event owner.

Monster Effects

A ramdomly chosen commander is attacked by an assassin.

The event owner is given a stealthy commander in the provence.

Give Commanders This gives the event owner one or more commanders of the specified ID.




Give Units This gives the event owner one or more units of the specified ID.

















Damage is inflicted on all units located in the provence.

Kill Spcific Units

This will kill a unit (not a commander).

This will kill 2d6 units.

This will kill a commander.


Researcher Afflictions
This causes a researcher in the provence will suffer the following afflictions:

Commander Afflictions
This causes a commander in the provence will suffer the following afflictions:

The following effects will only happen to commanders who meet the requirments set in the Target Requirements section.

A randomly chosen commander is horror marked.

If this is set to anything other then "No banishment", a randomly chosen commander will be banished to the spefified plane.



Gives a magic item to a commander. The item will be randomly chose based on rarity level unless spefified.

One commander in the target provence is transformed into a new creature/unit.

One commander in the target provence is hit by a poison attack that bypasses armor.

One commander in the target provence is given extra experience. This varries by 25%.

Magic Pathboost Effects

Note: If none of the monster requirements have been set, then setting any of the following boost IDs will tell the event to give a boost to that type of unit and that type only. If any requirments have been set, then the boost will be applied to to the uit that meents the requirments.








Note: This value will apply a boost only to a commander that meets the requirments spefified above.

Global Event Effects

These affect all provences in the world.

Scales





































Increases or decrease the unrest by this amount.


For this turn, the world is covered in darkness.






Some global event effects last for several turns.

Special Event Commands

These commands serve to create chained events.

Sets or removes a flag.


The next event happens a number of turns after this event.

The next event happens a number of turns after this event. This delay varies by 25%.

The next event happens a number of turns after this event. This delay varies by 50%.

Event Bitmask

Event Code Effects

This sets the event code of of the current provence. Used when planned for global events.

This sets the event code of of the current provence. Used when exicuting for global events.

This removes the event code from every provence in the world.

Eliminate an event from the global event calender. Usewful for breaking a chain of events.



Eliminate an event from the delayed event calender.



Sets an event identifier. This is used for spells that creat anonymous random events.

Result