Europa Universalis IV

Europa Universalis IV

CK2 Assassination Plots [DISCONTINUED]
99 Comments
Ube Jun 24, 2019 @ 8:21am 
Oh no, I so wanted this mechanic in EU4 and the mod is discontinued :c
Remus Apr 26, 2018 @ 11:39am 
I tired twice to assassinate the ruler of Byzantium and it "suceeded" both times however the heir didnt die and i still suffered penalties.
76561198148577520 Apr 7, 2018 @ 4:51pm 
*and yes the completion of the poision win attempt yield the three results again*
76561198148577520 Apr 7, 2018 @ 1:34pm 
and yes it three fired on me again
76561198148577520 Apr 7, 2018 @ 1:30pm 
also if I click right I can change the effects of the found out but target killed, if I click on the succesful event. When the poisoned wine attempt fires, the target killed and found out, the fail but none the wiser and the successs and none the wiser fire at the same time. while the three are out, If I clicked on the success and none the wiser, the massive realtions penalty for getting found out is removed and just the negative effects of the succes but found out until current ruler dies remains.
76561198148577520 Apr 7, 2018 @ 1:24pm 
correction I the one that got me three events was the poisoned wine. Also did you upadate for 1.25 or is this mod still in 1.24
berk  [author] Apr 7, 2018 @ 10:45am 
@ep1c_g@m3r! I updated the mod. Should work now.
76561198148577520 Apr 7, 2018 @ 9:14am 
my first one was the archer ambush and my last one was the manure explosion
berk  [author] Apr 7, 2018 @ 8:59am 
@ep1c_g@m3r! do you remember which type of assassination it was? Like Hunting Accidentn or Poisoned Wine, or any of the other ones?
76561198148577520 Apr 7, 2018 @ 8:51am 
just ran into another bug: this time the plot was successful and no found out, but the target is still living.... I know the plot is done because I am able to do another plot right away.
76561198148577520 Apr 7, 2018 @ 8:29am 
will do
berk  [author] Apr 7, 2018 @ 8:27am 
@ep1c_g@m3r! try another assassination. It is possible that it was a situational thing. If that's the case, it should be a very rare glitch, and I won't be able to fix as I can't determine what's the cause. If it keeps happening everytime, though, I'll try changing the code.
76561198148577520 Apr 7, 2018 @ 7:42am 
Just that one time, but that was the first time I completed the assaination proccess event chain.
berk  [author] Apr 7, 2018 @ 4:31am 
@ep1c_g@m3r! all of them happened at the same time? Does that happen frequently or it was just this time?
76561198148577520 Apr 6, 2018 @ 8:59pm 
just encountered this bug: I got three types of results when I killed the ruler of denmark as england: complete failure, success but everyone finds out, and failure but is none the wiser. I had the rules set to be 50 spynetwork, espionage ideas, spymaster lvl 1, no gold for cohorts and easy mode on
Elon Scuffed Mar 15, 2018 @ 2:44pm 
I seem to always get caught no matter what even in easy and normal mode
Tidore Mar 13, 2018 @ 4:22am 
i tried to assassinate and successed but the target still alive. I don't know what was the problem.
Zeus Feb 26, 2018 @ 9:42am 
@Atlas i tried and i've tested that it didnt work thanks anyway
Nigilius Angelus Feb 23, 2018 @ 12:22am 
great mod as i like to see elements of CK II being introduced to EU IV as it adds layers of interaction. Please try and make the mod compatible with MP as that would be the icing on the cake :-)
berk  [author] Feb 22, 2018 @ 12:47pm 
@Strategy lover sorry, didn't realize you were talking about achievements... No, you can't get achievements with this mod.
Zeus Feb 22, 2018 @ 8:16am 
sheeeeeeeeeet. awesome thank you
berk  [author] Feb 21, 2018 @ 10:44am 
@Strategy lover yes
Zeus Feb 21, 2018 @ 5:24am 
is it ironamade mode friendly?
mb1095 Feb 19, 2018 @ 3:38pm 
Hey :)

i opened a thread, where i got some things right (as example, i discovered the case where you cared about dip lower than 1).
Forgot to put an info here, sry. Would be really nice if you would take a look.
berk  [author] Feb 19, 2018 @ 11:43am 
About the coding, there are two different random lists for each skill level, one that is triggered with the Easy Mode enabled, and the normal one. They have different outcomes and I believe they're both located at "00_ckas_diplomatic_actions.txt". Your case was coded, as the condition used is "dip = x", which checks if the ruler has at least x diplomatic skill. Your ruler will have the outcomes of someone that doesn't even have "dip = 1", so what you will find in the file is "NOT = { dip = 1 } ".
berk  [author] Feb 19, 2018 @ 11:43am 
@mb1095 It's ok, english isn't my first language too. Also, I really appreciate that you are trying to help me to improve my mod, so there's no need to apologies.

The diplomatic skill still affects the outcome, so yes, you're quite right. I'm sorry, I should have put that in the description after the update, but I forgot eventually. I'm still considering an update to reduce the chances of being caught, though, as the diplomatic skill is something that the player doesn't have much power over if the government is not a republic, so it would be really hard to play with my mod anyway, as the chances of getting a 5 diplo guy aren't the highest.
mb1095 Feb 19, 2018 @ 1:57am 
Hey, it me again :D first thanks for your answer.
I looked into your mod myself, and i realized the mechanic with the diplomatic skill of the ruler is still part of it? Or am i wrong here?
That would explain what always would cause the problem to me, because then it would be (in the game where i tried your mod, i had 5 kings but never one with diplomatic over 3 (two had even 0 diplo). This would mean, i had never a chance over 50 % to succeed, and my chance to succeed without getting caught was like 15 % even in easy mode. Am i right here? Cause this is a bit diffrent from what your mod description says. Plus you dont mention clearly, that the diplomatic skill of my ruler is important. It stands in the first changelog entry, but afterwards you state, its reworked completely. So i tought that was removed?
But if this is still part of it, i think your mod works pretty properly.
mb1095 Feb 19, 2018 @ 1:57am 
The following is only interesting, if my first guess about diplo skill is true.
Two things i am not really sure about, your code works like "ruler has 2 diplo skill", so the checks until diplo = 2 are gone through. There he choses the random action, based on the appropiate chance. But your first checks only ask for diplo skill, so even with "easy mode" on, it would take the check without easy mode.
As example: I have a ruler with 3 diplo skill, easy mode enabled, he would have a match in the check for diplo = 3, easy mode disabled, cause nothing looks if easy mode is disabled or not. The way i understand the working of your code the check for diplo = 3, easy mode on now wont be visited.
I dont know, if i am completely right here, cause i never made a mod for eu4, but i think this may have a point.
Second: I think i had a ruler with 0 diplomatic pionts. Im pretty sure. But the code never mentions such a case.
mb1095 Feb 19, 2018 @ 1:57am 
PS: My english isnt the very best. So i hope i didnt wrote things that would made you upset even i dont mean them. Im just trying to understand the mod myself (and if thats in my capability) give some ideas to improve the mod. :D But i know how easily things are missunderstood especially if writing over the internet plus one (or both) doesnt use his native language.
berk  [author] Feb 18, 2018 @ 6:55am 
About the required money, it works just as in CK2 (or at least the way I think it works). Your co-conspirators (which, unfortunately, couldn't be simulated here) will suggest a way to kill the target. Sometimes they might ask you for funds, sometimes not, it is random. (Even paying in the original game I get caught sometimes, so I don't think it affects the success chance). It's like if, in real life, you payed a scapegoat and he simply go and tell on you. The plan might work, but you still get caught. I think that's what it is supposed to mean in CK2, and that's what happens in my mod.

Anyway, thanks for playing with my mod, I'm going to try to reduce the chances of getting caught and it should be fixed by the next update. :)
berk  [author] Feb 18, 2018 @ 6:54am 
@mb1095 since it seems to be a problem for more than one player, I may change the way that the mod works to reduce the frequency you get caught. However, I'm afraid it won't work the way you are proposing. If I used the spy network in that way, I'm almost sure that the outcome would be the same for respective network sizes (example: you always get caught at a size of 50 and fail at 75). This is because of the way that the command used to make random outcomes random works (I mean, it doesn't work...). Therefore, can't make it that dynamic, unfortunately.
mb1095 Feb 18, 2018 @ 6:39am 
I like the idea of this mod. But i have a question. I have the same problem like "skooma dealer", so to be honest, theres no way i can use it rigth now, cause it will every time just ruin all diplomatic relations, most time dont even kill the heir, even with easy mode enabled.
I searched for a mod, where you dont just kill every heir like you want, but where you can do something that way while paying a lot of effort. I wouldnt care, if it was hard, lke if i had to build up 100 spy network and maybe pay a amount of money based on the size of the target country, but it should be possible.
To be specific, i guess it would be fair, that with growing efforts you invest, the chances of success (and be caught) should get less, maybe even went down to zero at the highest effort available.
As example, you have a spy network of 25, and no money support, failure chance is at 75 % and chance to get caught, is 85 %. With money support on lowest level, chance to get caught could lower to 80 %.
mb1095 Feb 18, 2018 @ 6:39am 
If you have a spy network of 100 and pay the highest support (shoud be based on target country size, i guess) you have a failure chance of 0% and a chance to get caught of 5 %.
The money support would stand mostly for the effort to prevent the involved partys from talking, and the spy network would stand for the efforts made to be sure to kill the heir.
That are just some ideas which would make the mod pretty balanced, with the option to be pretty much save not to be caught/solve the problem "skooma dealer" and myself are expecting.

If this is no option to you, i would kindly ask for an option to disable failure and discovery at all, if this is possible, because it would at least make the mod playable for me.
berk  [author] Feb 17, 2018 @ 5:52pm 
The gamerule system, on the other hand, is not a problem for mp, as it works with global flags that are purposely made to affect everyone.

I'm sorry, but I can't seem to find any way to make a version of it to multiplayer. Thanks for using my mod, though, I really appreciate it! :)
berk  [author] Feb 17, 2018 @ 5:52pm 
@The Rioter Sadly, I'm not skilled enough (I don't even know if it is possible) to make it multiplayer, since it works in a way that may get extremely confusing and glitchy if there are two or more assassination attempts being made simultaneously. It is possible - and probably will happen - that you kill your friend's target or that he gets caught by your target and suffer the penalties himself.

The way that EU4 works with scopes makes it impossible for someone like me to determine a target and a plotter, so I have to use flags and events that trigger for countries with these flags. You and everyone else in the game would share the same flags as I can't make unique flags for each country (it would require a lot of work and would compromise the compatibility with other versions and mods) and all the plots would work randomly with some of the plotters and targets.
The Rioter Feb 17, 2018 @ 5:06pm 
This is a great mod, but sadly like you said it really doesn't work in multiplayer. I don't know what stands in the way of it working in that flawlessly, but to hopefully help you make that a realitiy I'll tell you the main issues I've seen. For one the smaller issue that all players in the game get the power to change the rules which if you can limit that to the host that would be really nice if not that's not the end of the world. The main issue is that plots are told to players who are being plotted against by others. Me and friends would really like to use this mod, but even still I will continue to use it in single player. Keep up the good work.
berk  [author] Feb 17, 2018 @ 3:35am 
@Rafaelkai done.

@bosco8179 should work, there's no reason why it wouldn't. Didn't test, though...

@Sk00ma dealer bad luck I guess :/ thanks!
h0ney Feb 16, 2018 @ 10:14pm 
Keep getting caught even on easy mode :/, great concept though
bosco8179 Feb 16, 2018 @ 9:39pm 
dors it works w/ extended timeline?
berk  [author] Feb 16, 2018 @ 10:03am 
@Rafaelkai working on it.

@iCrux_ Ordo Heraldica Regum et Ducum (flags) with Square Shields REMAKE
fridae Feb 16, 2018 @ 9:39am 
Great but what is the flag mod?

:steamhappy:
Rafaelkai Feb 16, 2018 @ 8:55am 
Could you add a casus belli when you get caught?
berk  [author] Feb 16, 2018 @ 12:00am 
However, this is not simply a cheat button. There is always the chance that you end up paying a lot for a plot and getting caught, losing prestige, legitimacy and this may even force you to rethink your whole strategy, as the negative consequences may last as long as your union with countries like France.
berk  [author] Feb 15, 2018 @ 11:57pm 
@Pon3 the same impacts as it has in CK2, but adapted to EU4. You may use it to form unions with powerful countries that you have marriage with, for example.
Pon3 Feb 15, 2018 @ 11:38pm 
I'm curious but how effective of a strategy is it overall to invest into assasinations? What is its purpose, and what impact does it really have on your enemy?
So far I see only the potential to reduce Mana, to force a Regency Council, or to threaten a Dynasty with an old Ruler, sniping their Heir. I am unsure on the actual impacts of that however.
Steben Feb 15, 2018 @ 1:53pm 
mmh ck2 ass
SaKage Feb 15, 2018 @ 1:30pm 
@Atlas Thank you
Mo Mo Feb 15, 2018 @ 1:05pm 
@Atlas Danke.
berk  [author] Feb 15, 2018 @ 1:04pm 
@Kek I'll look into it
Mo Mo Feb 15, 2018 @ 1:02pm 
@Atlas It happens for all the events.