Hello! Does anyone know the max resolution of a map? I can't find this anywhere, and I would like to use an 8k by 4k map.
province_event = {
id = build.1
title = build.1.t
desc = build.1.d
picture = "GFX_evt_Castle_tower"
border = GFX_event_normal_frame_economy
trigger = {
NOT = {
num_of_max_settlements = 7
}
}
option = {
name = build.a.1
add_holding_slot = 7
}
}
holding_slot_decisions = {
potential = {
ai = no
}
allow = {
}
effect = {
province_event = { id = build.1 }
}
ai_will_do = {
factor = 0
}
}
40606 = {
name = "Helgi"
# AKA: Oleg
#dynasty = 705 # Rurikid
dynasty = 490 # Knytling
religion = norse_pagan
culture = norse
father = 163110 # Sigurðr Snake-in-the-eye
#father = 40605 # "kinsman of Rurik"
diplomacy = 9
martial = 9
intrigue = 8
learning = 6
trait = quick
trait = bastard
trait = proud
trait = skilled_tactician
trait = brave
trait = zealous
850.1.1 = {
birth = yes
}
867.1.1 = {
employer = 40605 # Rurik
effect = {
give_minor_title = title_appointed_regent
}
}
912.1.1 = {
religion = slavic_pagan
culture = russian
death = {
death_reason = death_accident_snakes
}
}
}
Well, Crackd's map had a native resolution of 5376 x 3584, with an optional smaller variant of vanilla dimensions. The higher resolution variant already provoced graphical problems on weaker graphic cards, so I guess you should not go much higher as to not hurt performance.Hello! Does anyone know the max resolution of a map? I can't find this anywhere, and I would like to use an 8k by 4k map.
Hmm.This event is designed to give me maximum building slots for every owned province. The result of the event work just fine, but there's a problem.
Imagine you owned 15 provinces, the event will appear again, again for each province. Basically, it's a mess. All I want is the event to fire only once for all of my province, not individually.
Code:province_event = { id = build.1 title = build.1.t desc = build.1.d picture = "GFX_evt_Castle_tower" border = GFX_event_normal_frame_economy trigger = { NOT = { num_of_max_settlements = 7 } } option = { name = build.a.1 add_holding_slot = 7 } }
Code:holding_slot_decisions = { potential = { ai = no } allow = { } effect = { province_event = { id = build.1 } } ai_will_do = { factor = 0 } }
character_event = {
id = build.1
title = build.1.t
desc = build.1.d
picture = "GFX_evt_Castle_tower"
border = GFX_event_normal_frame_economy
is_triggered_only = yes # no trigger needed if you only want to fire this via decision! Instead, the condition check is now directly in the effect.
option = {
name = build.a.1
any_demesne_province = { # scopes to all demesne provinces here
limit = {
NOT = {
num_of_max_settlements = 7
}
}
add_holding_slot = 7
}
}
}
For the general risk for different religion/culture, you'll need to modify the lines in /common/static_modifiers.txt:I want to increase revolt risk / unrest in counties based on culture of county vs holder, various laws, etc., how would I do that? Which file(s) do I have to modify?
# Another culture in the same culture group
same_culture_group = {
local_revolt_risk = 0.01
}
# A culture in another culture group
non_accepted_culture = {
local_revolt_risk = 0.02
}
# Another religion in the same religion group
same_religion_group = {
local_revolt_risk = 0.01
}
# A religion in another religion group
different_religion = {
local_revolt_risk = 0.02
}
# County vs Count is heresy vs parent religion
county_heresy = {
local_revolt_risk = 0.03
}
This event is designed to give me maximum building slots for every owned province. The result of the event work just fine, but there's a problem.
Imagine you owned 15 provinces, the event will appear again, again for each province. Basically, it's a mess. All I want is the event to fire only once for all of my province, not individually.
Since you only have one option, perhaps make it a hide_window event, so it doesn't display anything, then create a separate notification event that informs you can calls the main event for all your provinces.
province_event = {
id = build.1
title = build.1.t
desc = build.1.d
picture = "GFX_evt_Castle_tower"
border = GFX_event_normal_frame_economy
hide_window = yes
trigger = {
NOT = {
num_of_max_settlements = 7
}
}
option = {
name = build.a.1
add_holding_slot = 7
}
}
province_event = {
id = build.1
hide_window = yes
trigger = {
NOT = {
num_of_max_settlements = 7
}
}
immediate = {
add_holding_slot = 7
}
}
character_event = {
id = build.1
title = build.1.t
desc = build.1.d
picture = "GFX_evt_Castle_tower"
border = GFX_event_normal_frame_economy
trigger = {
any_realm_province = {
NOT = { num_of_max_settlements = 7 }
}
}
option = {
name = build.a.1
any_realm_province = {
limit = { NOT = { num_of_max_settlements = 7 } }
province_event = { id = build.2 }
}
}
}
province_event = {
id = build.2
hide_window = yes
is_triggered_only = yes
trigger = {
NOT = {
num_of_max_settlements = 7
}
}
immediate = {
add_holding_slot = 7
}
}
With hide_window, you'll need to remove the picture, border, and desc, and change the option block to an immediate block.
So, more like this:
Code:province_event = { id = build.1 hide_window = yes trigger = { NOT = { num_of_max_settlements = 7 } } immediate = { add_holding_slot = 7 } }
If you still want an alert for it, then you'll need something like this:
Code:character_event = { id = build.1 title = build.1.t desc = build.1.d picture = "GFX_evt_Castle_tower" border = GFX_event_normal_frame_economy trigger = { any_realm_province = { NOT = { num_of_max_settlements = 7 } } } option = { name = build.a.1 any_realm_province = { limit = { NOT = { num_of_max_settlements = 7 } } province_event = { id = build.2 } } } } province_event = { id = build.2 hide_window = yes is_triggered_only = yes trigger = { NOT = { num_of_max_settlements = 7 } } immediate = { add_holding_slot = 7 } }
On a side note, you may want to reevaluate how this event is triggered - Mean Time To Happen events are computationally expensive. Reworking it as an on_action event will be better, performance-wise
temple_baron_saxon;Bisceop;;;;;;;;;;;;;x
temple_count_saxon;Arcebisceop;;;;;;;;;;;;;x
province_event = {
id = tech.1
hide_window = yes
trigger = {}
any_realm_province = {
if = {
immediate = {
change_tech = {
technology = TECH_GROUP_MILITARY
value = 8
}
change_tech = {
technology = TECH_GROUP_ECONOMY
value = 8
}
change_tech = {
technology = TECH_GROUP_CULTURE
value = 8
}
}
}
}
}
tech_decisions = {
potential = {
ai = no
}
allow = {}
effect = {
province_event = { id = tech.1 }
}
ai_will_do = {
factor = 0
}
}
Yes - The assassins already have that requirement, including an exception if the game rules give full status of women.Can custom societies have a gender requirement? For example, a society only allowing men?
# 02 Ceasar on_birth
character_event = {
id = rh.02
# desc = EVTDESC_rh_02
# picture = GFX_evt_reincarnation
# border = GFX_event_normal_frame_religion
is_triggered_only = yes
hide_window = yes
religion_group = pagan_group
trigger = {
dynasty = 8221401
top_liege = {
OR = {
has_landed_title = d_latium
has_landed_title = e_roman_empire
}
}
OR = {
religion = hellenic_pagan
religion = hellenic_reformed
}
OR = {
culture = roman
culture = italian
}
NOT = { trait = caesar }
OR = {
father = {
trait = caesar
OR = {
tier = EMPEROR
tier = KING
tier = DUKE
}
}
mother = {
trait = caesar
OR = {
tier = EMPEROR
tier = KING
tier = DUKE
}
}
}
}
option = {
# name = EVTOPTA_rh_02
add_trait = caesar
set_character_flag = caesar_born
hidden_tooltip = {
if = {
limit = {
OR = {
father = { has_landed_title = d_latium }
mother = { has_landed_title = d_latium }
}
}
random = {
chance = 20
modifier = {
factor = 0
trait = fair
}
modifier = {
factor = 1.5
is_female = yes
}
add_trait = fair
}
random = {
chance = 15
modifier = {
factor = 0
trait = strong
}
modifier = {
factor = 0.5
is_female = yes
}
add_trait = strong
}
random = {
chance = 10
modifier = {
factor = 0
OR = {
trait = quick
trait = genius
}
}
modifier = {
factor = 1.5
OR = {
father = { has_children = no }
mother = { has_children = no }
}
}
modifier = {
factor = 1.5
father = { age_diff = { who = PREV years = 55 } }
}
add_trait = genius
}
random = {
chance = 15
modifier = {
factor = 0
OR = {
trait = genius
trait = quick
}
}
add_trait = quick
}
}
}
}
}
I'm trying to create a custom culture with chinese portraits, but Muslim-style settlements, instead of the default mongol.
The portraits are easy enough, but how do I go making it to where the culture will have Muslim-style settlements instead of mongol?