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There was a change a while back --

- It's now possible to read additional data into existing landed titles in mods

How does this work? Does this permit adding a new barony to an existing county without messing the whole landed_titles.txt structure, maintaining compatibility?
 
Yeah I think it's that. You can redefine a de jure title, adding more stuff in it, without having to touch the 00_landes_titles.txt
 
If you want this to work also in empty provinces, you should consider making it a title_decision instead with a "tier = count" (= only works on counties, that is provinces) check in its potential section.

EDIT: Also, you misspelled "potential" in your code. And I just see - you want this to work only on your capital then? I don't understand what this decision is supposed to do now...

Thank you for answer. Also the PREV thing made me so confused in past. Your notes help me alot.
I will now make myself clear what I wanted script to do, I did write bunch of things and I got myself confused at what I acutally wanted :X

I wanted to be able to target setlement that is neighbor to my REALM's borders, the idea was being able to place my holding into enemy territory by clicking on their TOP holding in province by selecting settlement_decision, catch are nomads that has no holding for me to click on. Also thanks to this I am able to raid settlements that are around my "planted" holding and also kinda "infiltrate" enemy territory.

Also I am not sure if I got this wrong I was assuming that "is_capital = yes" allows me to click only top tier holding in a province.

I could use some basic tutorials. Wiki does the job but I probably need something even more basic with examples and comments, but best example of them all are probably CK2 game files. But there is not explained "why things are the way they are". Maybe I should starting to dig in forum and I will find something.
 
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Also I am not sure if I got this wrong I was assuming that "is_capital = yes" allows me to click only top tier holding in a province.

I could use some basic tutorials. Wiki does the job but I probably need something even more basic with examples and comments, but best example of them all are probably CK2 game files. But there is not explained "why things are the way they are". Maybe I should starting to dig in forum and I will find something.
Yes, is_capital will scope to the capital holding of a county. If the county is empty, it has no capital holding. But it still has a county title.

As for *why* things work the way they do… that's just the way Paradox choose to design it. :eek:
 
I keep trying to add a titular title but it keeps saying it "can't be formed normally" even if the target matches all requirements.

Code:
e_mudora_sheikah = { #Mudora Clan
   color = { 20 0 214 }

   title = "CHIEF"
   title_female = "CHIEF"

   dynasty_title_names = yes
   short_name = yes
   creation_requires_capital = no
   
   allow = {
       culture=sheikah
   }
}
 
I keep trying to add a titular title but it keeps saying it "can't be formed normally" even if the target matches all requirements.

Code:
e_mudora_sheikah = { #Mudora Clan
   color = { 20 0 214 }

   title = "CHIEF"
   title_female = "CHIEF"

   dynasty_title_names = yes
   short_name = yes
   creation_requires_capital = no
  
   allow = {
       culture=sheikah
   }
}

Does it work if you define a capital anyway?
 
Thank you for answer. Also the PREV thing made me so confused in past. Your notes help me alot.
I will now make myself clear what I wanted script to do, I did write bunch of things and I got myself confused at what I acutally wanted :X

I wanted to be able to target setlement that is neighbor to my REALM's borders, the idea was being able to place my holding into enemy territory by clicking on their TOP holding in province by selecting settlement_decision, catch are nomads that has no holding for me to click on. Also thanks to this I am able to raid settlements that are around my "planted" holding and also kinda "infiltrate" enemy territory.

Also I am not sure if I got this wrong I was assuming that "is_capital = yes" allows me to click only top tier holding in a province.

I could use some basic tutorials. Wiki does the job but I probably need something even more basic with examples and comments, but best example of them all are probably CK2 game files. But there is not explained "why things are the way they are". Maybe I should starting to dig in forum and I will find something.
Ah okay, now I know what you want to do ^^
But yeah, in case you want to be able to also target Nomands and their empty provinces, you should make a title_decision as I mentioned above.
The thing is, if your decision targets provinces that are not directly under your control, then it can not just consider neighboring countries, but has to evaluate all provinces in the world first, deciding which of them are neighboring your realm. That is, sadly, not very efficient, but it can be done.
Here is an example of how the decision could look like:
Code:
title_decisions = {
    # \ Find Herdstone
    find_beast_paths_in_province = {
        from_potential = {
            trait = creature_beastman
        }
        potential = {
            AND = {
                tier = COUNT    # IMPORTANT: If you want province-titles, then always check for county!
                owner = {    # The decision target's owner
                    NOT = {
                        same_realm = FROM    # means: the county owner is not in the same realm as you -> this is a province outside your realm
                    }
                }
                location = {    # The decision target title's province
                    any_neighbor_province = {    # any province next to that province
                        owner = {    # the neighbor province's owner
                            same_realm = FROM    # means: the neighbor province's owner lives in the same realm as you -> the original province is bordering your realm
                        }
                    }
                }
            }
        }
        allow = {
            always = yes    # Dunno, I put all the restrictions in potential...
        }
        effect = {
            location = {
                build_holding = {
                    type = tribal
                    holder = FROM
                }
            }
        }
        ai_will_do = {
            factor = 1    # Maybe lower it a bit, otherwise AI will spam this decision (1 = 100% chance!)
        }
    }
}
Code looks a bit complicated tbh, because I couldn't find a simple check for "province borders realm".
Well, maybe try it out ingame and see if that actually works, because I didn't test it (you'll have to click on the little county flag instead of the settlement, so it also works in empty provinces).
 
I know that de jure kingdoms and empires held by rulers of certain cultures(i.e: turkish, berber, levantine) have the name and coat of arms of the ruling dynasty. Same thing with patrician houses. I also know that you can do the same in titles (i.e: " dynasty_title_names = yes")

I know this is a tricky one, but is there anyway of making it so that baronies, counties, duchies and kingdoms have the *coat of arms* of the ruling dynasty, while keeping the original name? This would be historically accurate somewhat, and would save me quite a lot of work on my mod. Since somethin similar is in the game I imagine it might be possible.
 
I know that de jure kingdoms and empires held by rulers of certain cultures(i.e: turkish, berber, levantine) have the name and coat of arms of the ruling dynasty. Same thing with patrician houses. I also know that you can do the same in titles (i.e: " dynasty_title_names = yes")

I know this is a tricky one, but is there anyway of making it so that baronies, counties, duchies and kingdoms have the *coat of arms* of the ruling dynasty, while keeping the original name? This would be historically accurate somewhat, and would save me quite a lot of work on my mod. Since somethin similar is in the game I imagine it might be possible.

Unfortunately not. The "has_coa_on_barony_only = no" command for religions results in a randomized CoA if the holder's dynasty's culture doesn't have "dynasty_title_names = yes".
 
I've been trying to get an answer to these questions for a little bit now. Hopefully, someone will see them this time.
Firstly: I've been making a total conversion map mod, got to creating the first duchy, and tested it out by loading up the character I made. As I checked out the other lords that were created, I noticed that everyone had a number of random artifacts. How do I go about preventing this?
Secondly: I want to make the duchy I have created a merchant republic, but can only manage to get it to be a republic, until the game loads in, when it switches to a merchant republic. How do I make it so that the title is a merchant republic to begin with, so I can select it to start with?
 
Do you only have one duchy ? If so, there are some artefacts which spawn right at the start of the game. Since you have hundreds of characters when you start a game, it's not obvious, but when you make it far lower you can probably get what you see
Have you set the patrician families ?
 
Do you only have one duchy ? If so, there are some artefacts which spawn right at the start of the game. Since you have hundreds of characters when you start a game, it's not obvious, but when you make it far lower you can probably get what you see
Have you set the patrician families ?
Yes, I currently only have 10 provinces made. I'll continue to fill in the map, and see what happens with the artefacts then.
As for the patrician families, how do you set them up?
 
Yes, I currently only have 10 provinces made. I'll continue to fill in the map, and see what happens with the artefacts then.
As for the patrician families, how do you set them up?
I've never done it, so I guess you should check how it's done in vanilla ?
From what I understand, you have to create several barony-tier title, making it a family_palace holding (I've no idea how you're supposed to do that) and put your merchant republic as liege. Do it 5 times and you should be good to go
 
You can't have options within options like you've got unless that is just a copy and paste error.
Other than that your script is right but your calculations are wrong. The way it works is all the factors from the ai aoptions have any applicable modifiers for that option applied to them, then the chance of one specific option happening is the modified weight of that option divided by the total modified weights of all options. So in your case if the character is stubborn then the chance they pick option A is (95*73)/((95*73)+(5*27) = 0.98 so it is 98%.

For an event, if a factor is specified for one option do the other options need factors as well? If not, what is the default factor for an option with no specified factor?
 
For an event, if a factor is specified for one option do the other options need factors as well? If not, what is the default factor for an option with no specified factor?

The default factor is 1.
 
Does anybody know if it's possible to make certain cultural character names only pop up in a certain region? Example: after the fall of the WRE, the Bavarians conquered Noricum. In the area south of the Danube, Germanized Latin names kept being used. How do I make it so that only Bavarian characters born in the region south of the Danube get these Germanized Romance names?
 
Thanks. Another question: Can options be put in If or random_list?

No, but you can use triggers for the options (e.g. "trigger = { NOT = { trait = ambitious } }") and, if necessary, combine it with an immediate block that has a random list that sets some character flags that then are used to calculate which options you get.
 
No, but you can use triggers for the options (e.g. "trigger = { NOT = { trait = ambitious } }") and, if necessary, combine it with an immediate block that has a random list that sets some character flags that then are used to calculate which options you get.
You can also put random = int in the trigger to have a % chance of a trigger being evaluated for the values of your int. However that only works for if you want a chance for an option to appear instead of a selecting a set one out of a weighted list.
 
You can also put random = int in the trigger to have a % chance of a trigger being evaluated for the values of your int. However that only works for if you want a chance for an option to appear instead of a selecting a set one out of a weighted list.
Indeed? :eek:
Let me make sure I understand correctly - like this:
Code:
option = {
    name = TESTOPTA
    trigger = {        # 20% chance to trigger if conditions fulfilled
        random = 20
        lifestyle_traits = 1    # example condition
    }
}
That is interesting, I never knew that. New possibilities for randomness!