Europa Universalis IV

Europa Universalis IV

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Getting the Seven Cities Events to appear
I have been trying for some time now to get one of the seven cities events to appear, without any success. My aim is to get all 7 cities, + the fountain of youth. Because the chances of another event coming up get progressively rarer, the only way it seems to get all 8 is to modify the code. I'm not entirely sure how it works, but I've been tweaking the code trying to make the event appear, without any success. I'm not sure if my Extended Timeline mod is somehow interfering either. Is there a way that I can edit the code to essentially guarantee I trigger the event? Any help would be appreciated. Thank you!
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Showing 1-6 of 6 comments
grognardgary Feb 7, 2023 @ 6:11am 
I could be wrong but I don't think you can get most acheivements with extended time line mod.
xplodingcreeper Feb 7, 2023 @ 6:47am 
Originally posted by grognardgary:
I could be wrong but I don't think you can get most acheivements with extended time line mod.
I know achievements don't work with mods, but I have gotten a seven cities event to appear before with Extended Timeline. I'm just trying to get all 8, and to do that I need to edit the code, just not sure how to do it. And I don't know if me having extended timeline interferes with editing the code in some way.
RCMidas Feb 7, 2023 @ 6:48am 
If you're already modding, you could just use the console to spawn the event in specific provinces - the City is thus already there for anyone who claims the province as their own.
xplodingcreeper Feb 7, 2023 @ 7:05am 
Originally posted by RCMidas:
If you're already modding, you could just use the console to spawn the event in specific provinces - the City is thus already there for anyone who claims the province as their own.
I've done that before. Yes, doing it with commands gives the event to the province itself, and not to my country. It doesn't feel right doing it that way
grotaclas Feb 7, 2023 @ 9:59am 
Increasing the weight for the event in either common/on_actions/00_on_actions.txt or in the event itself should do the trick. To increase it in the on_action, you have to either modify the file in the extended timeline mod or make a copy of the file from the mod and copy it in to a new mod which has a dependency on extended timeline(so that it overrides the ET file and not the other way around) or copy it to "Documents/Paradox Interactive/Europa Universalis IV/common/on_actions/00_on_actions.txt" (this will override all mods and the vanilla game, so you have to remove everything from that folder if you play a game without extended timeline or with the normal event weight again). Then you can increase the number in front of the event id to make them more likely. But this affects you and the AI.
Alternatively you change the event. If you have no mods which override that particular event file, you can do it in the vanilla files or in a custom mod. Then you can modify the mean_time_to_happen section of the event and add something like the following:
modifier = { factor = 10 ai = no }
This would make the event 10 times more likely for human players.
You can also remove the modifier sections which make the events progressively rarer
xplodingcreeper Feb 8, 2023 @ 1:53am 
Originally posted by grotaclas:
Increasing the weight for the event in either common/on_actions/00_on_actions.txt or in the event itself should do the trick. To increase it in the on_action, you have to either modify the file in the extended timeline mod or make a copy of the file from the mod and copy it in to a new mod which has a dependency on extended timeline(so that it overrides the ET file and not the other way around) or copy it to "Documents/Paradox Interactive/Europa Universalis IV/common/on_actions/00_on_actions.txt" (this will override all mods and the vanilla game, so you have to remove everything from that folder if you play a game without extended timeline or with the normal event weight again). Then you can increase the number in front of the event id to make them more likely. But this affects you and the AI.
Alternatively you change the event. If you have no mods which override that particular event file, you can do it in the vanilla files or in a custom mod. Then you can modify the mean_time_to_happen section of the event and add something like the following:
modifier = { factor = 10 ai = no }
This would make the event 10 times more likely for human players.
You can also remove the modifier sections which make the events progressively rarer
Aha! This works! The event appeared immediately. I appreciate your help. Thank you very much, and have a great day!
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Showing 1-6 of 6 comments
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Date Posted: Feb 7, 2023 @ 5:12am
Posts: 6