This is for my New York mod, so I'm setting up characters from scratch.You do know that you can just do 1066.1.1 if you don't know the month and day? I do that most of the time nonetheless.
This is for my New York mod, so I'm setting up characters from scratch.You do know that you can just do 1066.1.1 if you don't know the month and day? I do that most of the time nonetheless.
This is for my New York mod, so I'm setting up characters from scratch.
Look into how Wiz did castellans when they were still in CK2Plus.Another question. Is it possible to grant fiefs smaller than baronies to your courtiers?
I'm trying to think of how I could put villages into the game or allow a favored courtier to get the income from a particular building.
In fact, I also am trying to figure out a better way to work out the moneylender event series: if you are in debt, you can mortgage a building to a certain character with money to spend. I know how to rig up mortgaging entire provinces (like the poor Kings of Denmark did to the merchants of Holstein), but I would like to get smaller than that or grant a monastery or a salt works to a younger son who will inherit nothing. All in modding of course.
Look into how Wiz did castellans when they were still in CK2Plus.
Gentlemen my event is not fire off could tell me why
#coronation in Milan
character_event = {
id = [COLOR="#FF0000"]1000040000[/COLOR]
desc = "EVTDESC2002000"
picture = "GFX_evt_holy_emperor"
border = "GFX_event_narrative_frame_religion"
min_age = 16
only_men = yes
capable_only = yes
prisoner = no
trigger = {
has_landed_title = e_hre
location = { province_id = 235 }
[COLOR="#FF0000"]}[/COLOR]
option = {
name = "EVTDESC2002000" # Let it be done.
effect = {
k_italy = { gain_title = FROM }
prestige = 250
piety = 100
[COLOR="#FF0000"] }
}
}[/COLOR]
Namespace IDs should containt periods, but that isn't a namespace event, yeah.Your trigger is missing a closing bracket.
There are some missing at the end as well but those are probably lost in the copy&paste?
And I'm not sure event-ids should contain points.
Try if this works:
Code:#coronation in Milan character_event = { id = [COLOR=#FF0000]1000040000[/COLOR] desc = "EVTDESC2002000" picture = "GFX_evt_holy_emperor" border = "GFX_event_narrative_frame_religion" min_age = 16 only_men = yes capable_only = yes prisoner = no trigger = { has_landed_title = e_hre location = { province_id = 235 } [COLOR=#FF0000]}[/COLOR] option = { name = "EVTDESC2002000" # Let it be done. effect = { k_italy = { gain_title = FROM } prestige = 250 piety = 100 [COLOR=#FF0000] } } }[/COLOR]
Namespace IDs should containt periods, but that isn't a namespace event, yeah.
Namespace is rather useful though; for example, every event I use is in the namespace meneth, so I have meneth.0, meneth.1, and so on. Ensures it won't ever conflict with other events.
#Formation of the Most Serene Republic of Genoa
character_event = {
id = 999999001
min_age = 16
only_men = yes
culture = italian
ai = yes
is_republic = yes
independent = yes
trigger = {
has_landed_title = d_genoa
OR = {
num_of_duke_titles = 2
num_of_duke_titles = 3 #In case AI makes multiple ducal titles at the same time
}
piety = 100
wealth = 800
}
effect = {
k_genoa = { gain_title = ROOT }
prestige = 250
piety = -100
wealth = -800
}
}
It is similar to the decisions to add courtiers (debutante, etc.): you have an event fire for a ruler, then in effects add:
Code:option = { name = "EVTOPTE4150" create_character = { learning = 8 random_traits = yes dynasty = random age = 65 female = no has_nickname = nick_the_clueless } }
(I took this from feudal_life_events, the event for an old noble claiming to have returned from Elfland.)
You can adjust whatever you want, setting a particular dynasty, age, gender, attribute.
"num_of_duke_titles = 2" This means 2 or above, so "num_of_duke_titles = 3" is redundant.Well as previously suggested I am trying to make an event (never made one before) to trigger the creation of the Most Serene Republic of Genoa and wanted to see if you guys think the event code looks ok. The event should only trigger for the AI when it is a republic and hold the ducal title of Genoa and at least one other. Additionally it requires 800g and 100 piety. If all these conditions are true, the title of k_genoa is given to that AI and it loses 800g and 100 piety. Should I also put a mtth in there too to keep it from spamming it everyday (and slowing it down?)
Code:#Formation of the Most Serene Republic of Genoa character_event = { id = 999999001 min_age = 16 only_men = yes culture = italian ai = yes is_republic = yes independent = yes trigger = { has_landed_title = d_genoa OR = { num_of_duke_titles = 2 num_of_duke_titles = 3 #In case AI makes multiple ducal titles at the same time } piety = 100 wealth = 800 } effect = { k_genoa = { gain_title = ROOT } prestige = 250 piety = -100 wealth = -800 } }
Event structure is the following:Well as previously suggested I am trying to make an event (never made one before) to trigger the creation of the Most Serene Republic of Genoa and wanted to see if you guys think the event code looks ok. The event should only trigger for the AI when it is a republic and hold the ducal title of Genoa and at least one other. Additionally it requires 800g and 100 piety. If all these conditions are true, the title of k_genoa is given to that AI and it loses 800g and 100 piety. Should I also put a mtth in there too to keep it from spamming it everyday (and slowing it down?)
character_event = {
id = ...
name = ... #optional
desc = ...
#conditions like min_age = 16 etc (optional)
trigger = {
...
}
is_triggered_only = yes #optional
hide_from = yes #optional
mean_time_to_happen = { #if not triggered_only
...
}
option = { #multiple options possible, but at least one
...
}
}
#Formation of the Most Serene Republic of Genoa
character_event = {
id = 999999001
min_age = 16
only_men = yes
trigger = {
culture = italian
ai = yes
is_republic = yes
independent = yes
has_landed_title = d_genoa
num_of_duke_titles = 2
piety = 100
wealth = 800
}
mean_time_to_happen = {
months = 6
modifier = {
factor = 0.25
trait = ambitious
}
}
option = {
name = "Creation"
k_genoa = { gain_title = ROOT }
prestige = 250
piety = -100
wealth = -800
}
}
#Formation of the Most Serene Republic of Genoa
decision = {
id = 999999001
min_age = 16
only_men = yes
trigger = {
ai_will_do = 1
culture = italian
ai = yes
Just stick this in a new file in the decisions folder, and add localization.So like this?
etc.Code:#Formation of the Most Serene Republic of Genoa decision = { id = 999999001 min_age = 16 only_men = yes trigger = { ai_will_do = 1 culture = italian ai = yes
And decisions don't use MTTH?
decisions = {
serene_republic_of_genoa = {
potential = {
ai = yes
is_republic = yes
independent = yes
has_landed_title = d_genoa
num_of_duke_titles = 2
piety = 100
wealth = 800
}
effect = {
k_genoa = { gain_title = ROOT }
prestige = 250
piety = -100
wealth = -800
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
}
}
}
...
on_siege_won_leader = {
events = {
8330 # Conquers the crusade target
93030 # CUSTOM EVENT pillage city
}
...
character_event = {
id = 93030
title = "Spoils of War"
desc = "Shall we sack this fat and rich city?"
picture = "GFX_evt_siege"
border = "GFX_event_normal_frame_war"
[B] is_triggered_only = yes
trigger = {
FROM = { is_republic = yes }
}[/B]
option = {
name = "Pillage"
}
option = {
name = "Don't Pillage"
}
}