Europa Universalis IV

Europa Universalis IV

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Sons of Plunder
   
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28 Mar, 2018 @ 1:13pm
6 Oct, 2018 @ 9:04pm
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Sons of Plunder

Description
Works on Patch 1.27.


This mod adds an event that has a chance to trigger whenever a country occupies another country's province (usually in war).

The following actions that can be taken are:

1) Plunder the Province Completely: Gives you gold (~5 per development), gives the province 30 devastation, and gives a relation penalty with that country and every country it is allied to/subject of.

2) Destroy the Fort: Can only use if your sieging army had at least one artillery regiment and if the province has a fort. Has a 25% chance to destroy the fort, the other 75% of the time gives the province a Fort Defense reduction modifier for 40 years (either -15%, -30%, or -60%, chosen randomly).
This modifier can be removed by deleting the fort in the province.

3) Massacre the Population: Reduces province development by 25% and increases devastation by 50.
Gives a relation penalty with that country, all of its allied or subject countries, and all countries of the same cultural and religious group as the province.

4) Kill all, Loot all, Burn all: Gives you gold (~5 per development), reduces province development by 40% and increases devastation by 100. In addition, every building in that province has a 50% chance to be destroyed, and if a building is destroyed, the province will gain a modifier that doubles building cost and build time in that province for 5 years.
Gives a massive relations penalty with the province owner, all of its allied/subject countries, and all countries of that province's religion.
Requires a ruler with 6 MIL, or Cruel, or Malevolent, or Zealot when conquering a different religion province, or Sinner when conquering a same religion province.

5) Steal any Scientists or Artisans: Gives the target province a large penalty to institution spread and development cost for 20 years and steals a number of Monarch Points from its owner, scaled with the province's development.
If they have an institution embraced that you don't have, you also get 33% progress of that institution in your capital.
Requires a ruler with 6 ADM or Free Thinker or Scholar, can only be used if the province's owner is at your tech level or higher and the province is at least 16 development.
This option has a 5 year cooldown; once you use it, you can't use it for another 5 years.

6) Take the Civilians into Slavery: Reduces province development by 20%, and half of that development goes to one of your random stated provinces.
Gives a sizable relations penalty to the province owner, its allied/subject countries, and all countries of the same religion as the province.
Requires a ruler with 6 DIP or Entrepreneur or Greedy, or being a Steppe Horde, or having the Slave Raid idea.

7) Nothing: Do nothing to the province, which gives you 1 Prestige. A good choice if you want to annex it later, or if you just don't want to screw with its owner.

The base chance to trigger the event upon occupation is 50% for a capital province, 30% for a normal fortified province, and 4% for a province with no fort level (must be at least 12 development), and is directly based on your Looting Speed modifier; Anything that increases looting speed also proportionally increases the chance of the event firing, and vice versa.

- Any action taken against the province (except doing nothing) prevents that province from being the target of this event for 20 years.

-Player countries, and AI countries with rulers that are either Cruel or Malevolent, can trigger this event even when liberating allied provinces, although these actions will have diplomatic consequences.

With this mod, everyone can now fulfill their dreams of being Genghis Khan and razing enemy cities to the ground. Or you could just plunder like a medieval Viking, and make boatloads of dosh while doing it. The possibilities are endless!


Bear in mind that:

1) Most of these options result in a relations and trust hit with the owner of the province you're sacking/butchering/enslaving. The more extreme actions can also anger other countries that are either allied to them or share a religion with them. And yes, this also applies to your own allies or subjects, especially if you sack their provinces.

2) All of these options are available to the AI, and they can and will use them against you. This is especially true if they hate you or if you have destroyed one of their provinces before.


This mod is compatible with every other mod except for those that change the on_siege_won_country function. Since the vast majority of mods don't do so, this mod is probably compatible with nearly anything. This mod also works with multiplayer, however it disables achievements the way most mods do.



If you like this mod, be sure to check out my main modding project that I am working on, as it incorporates the features of this mod within it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1266200554


********
Credits
********
- The mod name, which comes from the song "Sons of Plunder" by Disturbed
Note: The song's name isn't part of the band's copyright, so using it here doesn't break PDX modding rules.

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How to Make this Compatible with Any Mod
**************************************************
- Use these steps if this mod ends up being incompatible with another mod you're using:

1) Go into the mod folder in Documents\ParadoxInteractive, unzip the other mod's zip file (I recommend using 7zip)
2) Go into common\on_actions\00_on_actions.txt in the newly unzipped file
3) Find the following lines of code in the file, and delete them (and only them):

# country
# root = winning country, from = location
on_siege_won_country = {
events = {
tyw_events.14 # Fall of Prague in Religious War
}
random_events = {
10 = army_professionalism_events.1 #City Sacked
100 = 0
}
}

4) Re-zip the unzipped mod folder

This applies to mods such as Extended Timeline, MEIOU and Taxes, Tweaks and Flavours, and Common Universalis.