I believe it does not include major rivers nor is there a version which doesDoes this include major rivers? If not, is there a variant which does?
ExactlyAs in, how many provinces of that culture/religion there are in the entire world? So for example k_papal_state = {holder_scope = {num_religion_provinces > 0}} is true if the world has a catholic province anywhere?
Its the progress to getting a hero bloodline in the Warrior LodgesWhat's society progress? It doesn't appear to be mentioned anywhere else?
DebuggingWait, why is that useful? If you're not in ironman that's the same as pressing escape and hitting save. If you are in ironman you can't open the console in the first place.
Yep, no real reason to use the specific ones imoThis effectively replaces <set/clr/has>_<character/title/artifact/dynasty/province>_flag, right? Or is there any reason to still use the specific ones?
Higher is shown first and integer constants onlyIs the top of the list the highest or lowers sort_priority? Does sort_priority need to be constant, or can we use modifiers to make some CBs higher priority under some circumstances (without having to duplicate the entire CB)?
Instead of doing a modifier = { factor = 0 some_triggers } you can just do trigger = { NOT = { some_triggers } } so you don't need to do a bunch of negated logic to modify by zero you can just block it straight up.What's this mean?
If I remember right that should be correct, I believe you can also do that directly in line and not need to make a loc key as well.I assume god names are localised when used, not when added. So if I want a god name to be whatever the name of the religious head at the time happens to be, I can doand if I wanted to deify a specific religious head (say, the one who just reformed the religion), I'd instead do something likeCode:my_religion = { add_god_names = GOD_REL_HEAD # where GOD_REL_HEAD is defined as something like [RelHead.GetFirstNameWithNick] }
Is all that correct?Code:my_religion = { save_persistent_event_target = { name = old_rel_head scope = religion_head } add_god_names = GOD_OLD_REL_HEAD # Which is something like [old_rel_head.GetFirstNameWithNick] }
It removes all gods names, can't remember if it does both good and evil gods.Can this remove only a single god (e.g. remove_god_names = GOD_THOR), remove all minor gods (something like remove_god_names = yes), or both? Does it also remove evil gods? Can it remove the high god?