Explore the Histories events writing tutorial - CK3RealmsinExile/RealmsInExile GitHub Wiki

Event writing

Every sequence of events should be 5 events long. If necessary it can be 6 (e.g. Beren and Luthien that required one more to fit). Each event should be no more than 200 words long, ideally separated in 2 or 3 ยง for better readability. If the material is lacking for one particular event, no need to cram extra stuff, a shorter description is fine.

The events should as much as possible include tooltips (when the corresponding entry exists in the encyclopedia). The encyclopedia file is here : RealmsInExile/LotRRealmsInExileDev/localization/english/lotr_game_concepts_l_english.yml and here RealmsInExile/LotRRealmsInExileDev/common/game_concepts/

Tooltip words use this syntax : [valinor|E], [twotrees|E], [houseoffeanor|E], etc

If you feel a game concept is missing from the encyclopedia, do not hesitate to add your own entry in the files (don't forget to edit both files !), and the corresponding tooltip.

Options

There should be two or three options for each event, each option giving different bonuses. When in doubt, each option giving a similar bonus is fine (+1 stewardship skill/+1 intrigue/+1 martial skill for example). No two different options should give identical bonuses (2 or 3 options for piety, or prestige ends up with one being objectively better)

Character trait modification

At least 2 out of 3 options should give a 33% chance of modifying the relevant personality trait into its corresponding opposite (https://ck3.paradoxwikis.com/Traits)

Bonuses

I have standardised the bonus amounts and chances in the existing events, the list goes as follows

Simple bonuses

Here is the list of a bonus being given on their own, or with an optional small amount of piety/prestige/stress (ideally 50 piety/prestige, +/- 10 stress):

  • +150 prestige or piety
  • -15 stress
  • 50% chance of +1 skill (including prowess)
  • 33% chance of +1 lifestyle perk
  • +500 lifestyle XP
  • +1 commander trait (those are common enough, and not a huge bonus)
  • 25% get rare trait (poet/herbalist/novice hunter, reveler, blademaster,mariner,mystic,physician/etc) - For those traits, an alternative should give a relevant skill or lifestyle perk (see above for chances) if the character already has the trait.
  • 20% to get shrewd or strong (those bonuses are crazy)
  • 15% to upgrade your education trait (in one particular specialisation)
  • if you're familiar with modifier coding, you can add some. Increasing attraction, fertility or skills for 5 years sounds fine. The skill bonuses, if temporary, can be higher than the flat ones (+2 or +3 is ok for a short while)

Multiple bonuses

If you want to give several bonuses for one option, you need to reduce the chances to get each of them, for example :

  • 25% of +1 skill
  • 25% of +1 lifestyle perk Those bonus chances should also be disjoint, so in separate random = {}

Maluses

If you want to increase the chances to get the above bonuses, for example a 100% chance to get a perk or trait, it should come with a cost, for example -150 piety/-150 prestige/+20 stress

Code

If you don't know how to code a certain bonus you want to add, chances are it's already in one of the previously implemented ones, so use ctrl+f and their little friends ctrl+c/ctrl+v liberally.