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You can add/remove holy sites with the set_holy_site and remove_holy_site commands. (NB: There are extensive notes on how to use these commands without causing "weirdness"; it seems like a very good idea to read them!)

To make a full mod, I suspect you'd need to use an event that removes/adds a holy site when the head of religion changes capital.

Be sure to handle the case where the head of religion moves his capital to a province which already has a holy site, and then moves his capital somewhere else. (Eg. If you want to have 1 moveable + 4 static holy sites, then I'd designate a 5th province as a fallback location. If the religious head moves their capital from a province that's not a static holy site to a static holy site, the moveable holy site moves to the fallback location. If the religious head moves their capital from a static holy site to a province that's not a static holy site, delete the holy site in the fallback location and put it in the new capital.)

Unfortunately, I can't see an on_action that fires "on moving capital", so I would implement this as an on_yearly_pulse event. (You could lampshade this delay with a narrative event that adds additional flavour, eg. the grand procession with all the holy relics only just arrived at your capital.) If playtesting showed that the relocation was still not fast enough for some reason, I guess you could add some kind of player-only intrigue menu decision to force the immediate relocation of the holy site.

EDIT: In the post above, I assumed the player is the head of their religion, because that gives a unique way to identify a character. (And it allows it to work for AI too, which I think is always a nice touch.) You could in theory implement all of the above for "a player" instead of "the head of religion", but that would make the mod a bit weird in multiplayer. (Imagine the chaos of 3 Germanic players, invading everywhere and constantly moving their capitals...)
 
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You can add/remove holy sites with the set_holy_site and remove_holy_site commands. (NB: There are extensive notes on how to use these commands without causing "weirdness"; it seems like a very good idea to read them!)

To make a full mod, I suspect you'd need to use an event that removes/adds a holy site when the head of religion changes capital.

Be sure to handle the case where the head of religion moves his capital to a province which already has a holy site, and then moves his capital somewhere else. (Eg. If you want to have 1 moveable + 4 static holy sites, then I'd designate a 5th province as a fallback location. If the religious head moves their capital from a province that's not a static holy site to a static holy site, the moveable holy site moves to the fallback location. If the religious head moves their capital from a static holy site to a province that's not a static holy site, delete the holy site in the fallback location and put it in the new capital.)

Unfortunately, I can't see an on_action that fires "on moving capital", so I would implement this as an on_yearly_pulse event. (You could lampshade this delay with a narrative event that adds additional flavour, eg. the grand procession with all the holy relics only just arrived at your capital.) If playtesting showed that the relocation was still not fast enough for some reason, I guess you could add some kind of player-only intrigue menu decision to force the immediate relocation of the holy site.

EDIT: In the post above, I assumed the player is the head of their religion, because that gives a unique way to identify a character. (And it allows it to work for AI too, which I think is always a nice touch.) You could in theory implement all of the above for "a player" instead of "the head of religion", but that would make the mod a bit weird in multiplayer. (Imagine the chaos of 3 Germanic players, invading everywhere and constantly moving their capitals...)
Wait, capitals are tied to holy sites? I had assumed they were separate. Thanks, I'll test these out!
 
Wait, capitals are tied to holy sites? I had assumed they were separate. Thanks, I'll test these out!
No, capitals are not tied to holy sites. Your OP said that you wanted the holy site to be "wherever the player's capital is". Which implies that, if the player's capital moves, you want the holy site to move.

But the general principle still holds - you probably don't want to deal with the mess that's created from having anything other than exactly 5 holy sites. If you're dynamically creating holy sites in-game then you will have to deal with this limitation somehow.
 
No, capitals are not tied to holy sites. Your OP said that you wanted the holy site to be "wherever the player's capital is". Which implies that, if the player's capital moves, you want the holy site to move.

But the general principle still holds - you probably don't want to deal with the mess that's created from having anything other than exactly 5 holy sites. If you're dynamically creating holy sites in-game then you will have to deal with this limitation somehow.
Maybe I expressed my problem wrong, then. I'm not sure capital is the word I'm looking for. Sorry for that, english isn't my first language.

Thing is, I made this religion, right, with a religious head. Only, to nominate who is that religious head, the game says I need to conquer Vestisland first, and clicking on my religion's icon takes me to Vestisland. It appears that the game defaults to Vestisland being the place my religion is centralized in, and I thought that was called a religious capital or something like that.

I wanted my "vatican" to be where the same place as the player's capital
 
Maybe I expressed my problem wrong, then. I'm not sure capital is the word I'm looking for. Sorry for that, english isn't my first language.

Thing is, I made this religion, right, with a religious head. Only, to nominate who is that religious head, the game says I need to conquer Vestisland first, and clicking on my religion's icon takes me to Vestisland. It appears that the game defaults to Vestisland being the place my religion is centralized in, and I thought that was called a religious capital or something like that.

I wanted my "vatican" to be where the same place as the player's capital

I think screenshots would come in handy here.
 
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I was going to screenshot the problem but somehow the problem changed and I have no idea why? Now it doesn't say I need to control Vestisland to create the title of head of religion, it just straight up says the title can't be created through normal means.


Also clicking the "go to location" button goes nowhere.
 
I was going to screenshot the problem but somehow the problem changed and I have no idea why? Now it doesn't say I need to control Vestisland to create the title of head of religion, it just straight up says the title can't be created through normal means.

Also clicking the "go to location" button goes nowhere.

Does this religion head title have is_primary = yes set? That has various side effects, likely including what you see above.
The location button doesn't work likely because it neither has a holder nor a de jure capital.