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Another thing is that the Audax validator is telling me I need to put an = somewhere,I put it where it told me.

It now says that it must be a literal...what is a literal?
 
Tried that but to no avail.

The key is in /localisation/text1.csv: for the elusive Gascon counties (150-Albret; 151-Labourd):

Code:
PROV150;Marsan;Marsan;Marsan;;Marsan;;;;;;;;;x 
PROV151;Dax;Dax;Dax;;Dax;;;;;;;;;x

Girgenti was Agrigento but renamed apparently, so the localisation was commented out in text1 and moved to text3:

Code:
PROV342;Girgenti;Girgenti;Girgenti;;Agrigento;;;;;;;;;x

I can tell you from experience that it is hard to rename counties, so I sort of understand why the localisation is like this.
 
The key is in /localisation/text1.csv: for the elusive Gascon counties (150-Albret; 151-Labourd):

Code:
PROV150;Marsan;Marsan;Marsan;;Marsan;;;;;;;;;x 
PROV151;Dax;Dax;Dax;;Dax;;;;;;;;;x

Girgenti was Agrigento but renamed apparently, so the localisation was commented out in text1 and moved to text3:

Code:
PROV342;Girgenti;Girgenti;Girgenti;;Agrigento;;;;;;;;;x

I can tell you from experience that it is hard to rename counties, so I sort of understand why the localisation is like this.

Thanks man :D
 
Hey Trashed. Hope you're having fun with the modding.

Did you add the event number to on_action.txt, section birth or something similar? I have a death event that will only trigger after I put it there.

Cheers,
Rooster
 
Code:
tribal_raid = {
	name = CB_NAME_TRAID
	war_name = WAR_NAME_TRAID
	sprite = 12
	truce_days = 183
	can_ask_to_join_war = no
	can_call_allies = no

	can_use = {
		ROOT = {
			OR = {
				AND = {
					has_landed_title = e_il-khanate
					NOT = { religion_group = christian }
				}
				AND = {
					has_landed_title = e_golden_horde
					NOT = { religion_group = christian }
				}
				AND = {
					has_landed_title = e_timurids
					NOT = { religion_group = christian }
				}
				religion_group = pagan_group
			}
		}
	}

	on_success = {
		ROOT = {
			prestige = 100
			piety = 15
		}
		FROM = {
			transfer_scaled_wealth = {
				to = ROOT
				value = 5.0
			}
			prestige = -50
			piety = -15
		}
	}

	on_fail = {
		ROOT = {
			prestige = -50
			piety = -15
		}
		FROM = {
			prestige = 25
		}
		any_defender = {
			participation_scaled_prestige = 50
		}
	}

	on_reverse_demand = {
		ROOT = {
			prestige = -50
			piety = -15
			transfer_scaled_wealth = {
				to = FROM
				value = 3.0
			}
		}
		FROM = {
			prestige = 50
			piety = 15
		}
	}

	attacker_ai_victory_worth = {
		factor = -1
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
}
Can anyone see anything wrong with this CB? Doesn't seem to be usable :confused:
 
Question of my own .... (again lol)

is it possible to make events that fire for the player but are totally hidden from view? so you never actually see the event box pop up.

I would like to ask apg's question again if I could. I have a fair amount of events that pop up, one for each province in your demesne, and it gets annoying having to click 'ok' a half dozen times or whatnot. Is it possible to set priority for certain events not to pop up in the main screen if they are redundant to the effect of:

"congratulations! Rouen now produces naval goods!"

Followed by an event that says:

"congratulations! Eu now produces wool!"

and then

"congratulations! Mortain now produces naval goods!"
 
So is the actual terrain of the map controlled entirely by colormap.dds? I just made this and patchworking together a bunch of satellite maps is going to be a huge pain in the ass.
What the hell is that? It looks like you've had a panic attack whilst trying to sketch the Eastern seaboard. :rofl:
 
I would like to ask apg's question again if I could. I have a fair amount of events that pop up, one for each province in your demesne, and it gets annoying having to click 'ok' a half dozen times or whatnot. Is it possible to set priority for certain events not to pop up in the main screen if they are redundant to the effect of:

"congratulations! Rouen now produces naval goods!"

Followed by an event that says:

"congratulations! Eu now produces wool!"

and then

"congratulations! Mortain now produces naval goods!"
AFAIK, it`s not possible. But you can make some sort of maintenance event that fires for unplayable character (like Pope) and sets modifiers for all provinces.
For example,
Code:
any_ruler = {
	any_demesne_province = {
		#whatever conditions and effects you want
	}
}
 
AFAIK, it`s not possible. But you can make some sort of maintenance event that fires for unplayable character (like Pope) and sets modifiers for all provinces.
For example,
Code:
any_ruler = {
    any_demesne_province = {
        #whatever conditions and effects you want
    }
}

Thanks, avee. I'll give it a try.
 
Code:
tribal_raid = {
	name = CB_NAME_TRAID
	war_name = WAR_NAME_TRAID
	sprite = 12
	truce_days = 183
	can_ask_to_join_war = no
	can_call_allies = no

	can_use = {
		ROOT = {
			OR = {
				AND = {
					has_landed_title = e_il-khanate
					NOT = { religion_group = christian }
				}
				AND = {
					has_landed_title = e_golden_horde
					NOT = { religion_group = christian }
				}
				AND = {
					has_landed_title = e_timurids
					NOT = { religion_group = christian }
				}
				religion_group = pagan_group
			}
		}
	}

	on_success = {
		ROOT = {
			prestige = 100
			piety = 15
		}
		FROM = {
			transfer_scaled_wealth = {
				to = ROOT
				value = 5.0
			}
			prestige = -50
			piety = -15
		}
	}

	on_fail = {
		ROOT = {
			prestige = -50
			piety = -15
		}
		FROM = {
			prestige = 25
		}
		any_defender = {
			participation_scaled_prestige = 50
		}
	}

	on_reverse_demand = {
		ROOT = {
			prestige = -50
			piety = -15
			transfer_scaled_wealth = {
				to = FROM
				value = 3.0
			}
		}
		FROM = {
			prestige = 50
			piety = 15
		}
	}

	attacker_ai_victory_worth = {
		factor = -1
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
}
Can anyone see anything wrong with this CB? Doesn't seem to be usable :confused:

Nobody?
 
Problem:
I would like to make it so that Duchy and Kingdom titles cannot be created by a King or Emperor, respectively, unless he/she is: a) de jure liege of the title, or b) has at least one of the de jure counties within his personal demesne. In other words, if a King has vassals that own land enough to create duchy that is not de jure part of his kingdom, he cannot create it, unless he owns personally one of its counties in his demesne

I am experienced in modding EU3, and am teaching my own way around CK2's files.

Ok, so I've been getting nowhere in my efforts to achieve my rule b in limiting: "b) has at least one of the de jure counties within his personal demesne."

The fact that I can't find much information on scopes and triggers and what exactly they do (I've looked in the CK2 modding faq, but all I've found is an incomplete list of them, and no description of what exactly they are) doesn't help.

I've tried all of the following lines, to no avail (without # obviously, I keep them there to know what hasn't worked)
Code:
	# Creation/usurpation trigger
	allow = {
		religion_group = christian
		#any_demesne_province = { de_jure_liege = k_italy }
		#any_demesne_province = { title = { k_italy = { de_jure_liege = yes } } }
		#any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREVPREV } } }
		#any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREV } } }
		#any_demesne_province = { title = { k_italy = { de_jure_liege = PREV } } }
		#title = { k_italy = { de_jure_liege = { ROOT = { any_demesne_province } } } }
		#title = { k_italy = { de_jure_liege = { any_demesne_province = ROOT } } }
		#k_italy = { de_jure_liege = { any_demesne_province = ROOT } }
		#ROOT = { any_demesne_province = { de_jure_liege = { title = k_italy } }
		#ROOT = { any_demesne_province = { de_jure_liege = FROM }
		#ROOT = { any_demesne_province = { de_jure_liege = THIS }
		#k_italy = { de_jure_liege = { any_demesne_province } }
		#k_italy = { de_jure_liege = { any_demesne_province = FROM } }
		#k_italy = { de_jure_liege = { any_demesne_province = THIS } }
		#title = { k_italy = { de_jure_liege = { any_demesne_province } } }
		#title = { k_italy = { de_jure_liege = { any_demesne_province = FROM } } }
		#title = { k_italy = { de_jure_liege = { any_demesne_province = THIS } } }
	}

Any help would be greatly appreciated. Specifically what ROOT, FROM, and THIS would refer to in this context.

If anyone knows of a repository of scopes/triggers/effects for CK2, that would help greatly as well.

Thanks much.
 
Hm, could be it, but I based it off of Meneth's tribal raid code, which is based off of the tribal_invasion CB from vanilla (which doesn't have a is_valid_title section).

I say scrap it down to the simplest triggers and test it one step at a time. Start with allowing it for any pagan then adding more things. I find that some things just do not work with the CK2 engine. Things that should not cause crashes.
 
Ok, so I've been getting nowhere in my efforts to achieve my rule b in limiting: "b) has at least one of the de jure counties within his personal demesne."

The fact that I can't find much information on scopes and triggers and what exactly they do (I've looked in the CK2 modding faq, but all I've found is an incomplete list of them, and no description of what exactly they are) doesn't help.

I've tried all of the following lines, to no avail (without # obviously, I keep them there to know what hasn't worked)
Code:
    # Creation/usurpation trigger
    allow = {
        religion_group = christian
        #any_demesne_province = { de_jure_liege = k_italy }
        #any_demesne_province = { title = { k_italy = { de_jure_liege = yes } } }
        #any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREVPREV } } }
        #any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREV } } }
        #any_demesne_province = { title = { k_italy = { de_jure_liege = PREV } } }
        #title = { k_italy = { de_jure_liege = { ROOT = { any_demesne_province } } } }
        #title = { k_italy = { de_jure_liege = { any_demesne_province = ROOT } } }
        #k_italy = { de_jure_liege = { any_demesne_province = ROOT } }
        #ROOT = { any_demesne_province = { de_jure_liege = { title = k_italy } }
        #ROOT = { any_demesne_province = { de_jure_liege = FROM }
        #ROOT = { any_demesne_province = { de_jure_liege = THIS }
        #k_italy = { de_jure_liege = { any_demesne_province } }
        #k_italy = { de_jure_liege = { any_demesne_province = FROM } }
        #k_italy = { de_jure_liege = { any_demesne_province = THIS } }
        #title = { k_italy = { de_jure_liege = { any_demesne_province } } }
        #title = { k_italy = { de_jure_liege = { any_demesne_province = FROM } } }
        #title = { k_italy = { de_jure_liege = { any_demesne_province = THIS } } }
    }

Any help would be greatly appreciated. Specifically what ROOT, FROM, and THIS would refer to in this context.

If anyone knows of a repository of scopes/triggers/effects for CK2, that would help greatly as well.

Thanks much.

I would do:

Code:
any_demesne_province = { limit = { OR = { province_id = 235 #Lombardia province_id = X [add every province ID this way that you want] } } }

This is the nasty, rough way to do it, but since you are focusing on k_italy, then you could limit it to important provinces like Lombardia, Genoa, Rome, or Tuscany. I've spent many hours with triggers like this, and I know it's a pain, but it is the way to get what you want. Or at least it should work.
 
I'm trying to make a set of titular kingdoms exclusive to one another but have hit a roadblock; namely that I can't exclude k_something if it hasn't been defined yet. For example:

Code:
k_sardinia = {
    color={ 170 200 170 }
	capital = 326 # Cagliari
	culture = italian
	allow = {
		culture = italian
		religion = catholic
		NOT = { 
			has_landed_title = k_italy
			has_landed_title = k_lucca
			has_landed_title = k_marino
			has_landed_title = k_venice
			has_landed_title = k_tuscany
			has_landed_title = k_genoa
			has_landed_title = e_hre
		}
	}
}

Which comes above all on the list but e_hre and k_italy. This results in it only recognizing those 2. Now I could move it to below the ones in question, but I'd like to make the all the titles in that list mutually exclusive TO EACH OTHER for in-game creation (for example, you can't make the Kingdom of Sardinia, if you are already the king of venice and vice-versa). Anyone got any ideas on how to work around this?
 
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