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Does this include major rivers? If not, is there a variant which does?
I believe it does not include major rivers nor is there a version which does
As 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?
Exactly
What's society progress? It doesn't appear to be mentioned anywhere else?
Its the progress to getting a hero bloodline in the Warrior Lodges
Wait, 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.
Debugging
This effectively replaces <set/clr/has>_<character/title/artifact/dynasty/province>_flag, right? Or is there any reason to still use the specific ones?
Yep, no real reason to use the specific ones imo
Is 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)?
Higher is shown first and integer constants only
What's this mean?
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.
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 do
Code:
my_religion = {
  add_god_names = GOD_REL_HEAD # where GOD_REL_HEAD is defined as something like [RelHead.GetFirstNameWithNick]
}
and if I wanted to deify a specific religious head (say, the one who just reformed the religion), I'd instead do something like
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]
}
Is all that correct?
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.
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?
It removes all gods names, can't remember if it does both good and evil gods.
 
I was referring only to the portrait look; the culture is still in the latin group, so it should be using the base units.
 
What does this mean? Does it mean that we can no longer make religions that have both polygamy and concubines?

Cause before you could have both, it was just that your concubines wouldn't show up in the character screen.
It means that if you qualify for both Poligamy and Concubinage (such as a Muslim Tribal), Poligamy is given precedence; before the update you were stuck with Concubines until becoming Feudal.
 
Question about the changes to the Caspian Sea: if I start a merchant republic on the Caspian Sea, will I need to move my capital in order to build trade posts on the Black Sea or Persian Gulf?

This is actually a change that was reverted later on, as there were issues with trade posts and distance locating. So you have my apologies, but you won't be able to have Merchant Republics there after all.
 
Is that reversion moddable? I know I’d love to be able to establish a Seafaring Merchant Republic in the Caspian. It’s not even something I thought about until it was shown as a previous option!

Sort of. The tooltip will be a bit meh to look at, but it can work functionally speaking, yes.