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gnosticdogma

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Nov 11, 2005
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I'm working on Cursus Honorum 2.0 and I'm running into problems with objectives.txt. I keep seeing objectives for }_title and modifier_title which would seem to imply that i've got one to many closed brackets somewhere, but I cannot find it. Anyone interested in being a fresh set of eyes?

(ignore the miss-post in tech support)

Code:
###############
# Job Ambitions
###############

obj_become_ruler = {
	type = character
	allow = {
		is_ruler = no
		prisoner = no
		can_hold_title = title_ruler
		OR = {
			is_female = no
			country = { has_law = cognatic_succession_law }
			country = { has_law = egyption_succession_law }
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.01
			traits = content
		}
		modifier = {
			factor = 0.1
			is_female = yes
		}
		modifier = {
			factor = 0.1
			is_pretender = no
			is_primary_heir = no
			from_ruler_family = no
			has_job = no
			is_clan_chief = no
			is_bastard = no
		}
		modifier = {
			factor = 8.0
			is_primary_heir = yes
		}
		modifier = {
			factor = 6.0
			is_pretender = yes
		}
		modifier = {
			factor = 4.0
			is_bastard = yes
			from_ruler_family = no # Unacknowledged bastard
		}
		modifier = {
			factor = 4.0
			traits = ambitious
		}
		modifier = {
			factor = 2.0
			OR = {
				is_clan_chief = yes
				is_governor = yes
				is_general = yes
			}
		}
		modifier = {
			factor = 100.0
			employer = {
				tag = BAR
			}
		}
	}
	success = {
		is_ruler = yes
	}
	effect = {
		change_charisma = 1
	}
	# Modifier while unfulfilled
	monthly_character_loyalty = -0.2
}

obj_become_general = {
	type = character
	allow = {
		can_hold_title = title_general
		NOT = { has_title = title_general }
		NOT = { completed_objective = obj_become_general }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			military = 5
		}
		modifier = {
			factor = 1.5
			military = 7
		}
		modifier = {
			factor = 100
			AND = {
				is_ruler = yes
				tag = ROM
			}
		}
		modifier = {
			factor = .1
			AND = {
				has_title = title_ex_ruler
				tag = ROM
			}
		}
	}
	success = {
		is_general = yes
	}
	abort = {
		OR = {
			prisoner = yes
			obj_become_general = 1825
			has_title = title_ex_ruler
		}
	}
	effect = {
		change_martial = 1
		military_conviction = 5
	}
}

obj_become_admiral = {
	type = character
	allow = {
		can_hold_title = title_admiral
		NOT = { has_title = title_admiral }
		NOT = { completed_objective = obj_become_admiral }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			military = 5
		}
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			military = 7
		}
	}
	success = {
		is_admiral = yes
	}
	abort = {
		OR = {
			prisoner = yes
			obj_become_admiral = 1825
		}
	}
	effect = {
		change_martial = 1
		military_conviction = 5
	}
}

obj_become_land_magistrate = {
	type = character
	allow = {
		NOT = { has_office = land_tech }
		NOT = { completed_objective = obj_become_land_magistrate }
		can_hold_title = title_land_tech
		country = { government = monarchy }
		country = { government = tribal }
		NOT = { tag = ROM }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.5
			NOT = { military = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { military = 3 }
		}
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		has_office = land_tech
	}
	abort = {
		obj_become_land_magistrate = 1825
	}
	effect = {
		change_finesse = 1
		ruler_conviction = 5
	}
}

obj_become_naval_magistrate = {
	type = character
	allow = {
		NOT = { has_office = naval_tech }
		NOT = { completed_objective = obj_become_naval_magistrate }
		can_hold_title = title_naval_tech
		country = { government = monarchy }
		country = { government = tribal }
		NOT = { tag = ROM }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.5
			NOT = { military = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { military = 3 }
		}
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		has_office = naval_tech
	}
	abort = {
		obj_become_naval_magistrate = 1825
	}
	effect = {
		change_finesse = 1
		ruler_conviction = 5
	}
}

obj_become_construction_magistrate = {
	type = character
	allow = {
		NOT = { has_office = construction_tech }
		NOT = { completed_objective = obj_become_construction_magistrate }
		can_hold_title = title_construction_tech
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		has_office = construction_tech
	}
	abort = {
		obj_become_construction_magistrate = 1825
	}
	effect = {
		change_finesse = 1
		ruler_conviction = 5
	}
}

obj_become_civic_magistrate = {
	type = character
	allow = {
		NOT = { has_office = civic_tech }
		NOT = { completed_objective = obj_become_civic_magistrate }
		can_hold_title = title_civic_tech 
		country = { government = monarchy }
		country = { government = tribal }
		NOT = { tag = ROM }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		has_office = civic_tech
	}
	abort = {
		obj_become_civic_magistrate = 1825
	}
	effect = {
		change_finesse = 1
		ruler_conviction = 5
	}
}

obj_become_religious_magistrate = {
	type = character
	allow = {
		NOT = { has_office = religious_tech }
		NOT = { completed_objective = obj_become_religious_magistrate }
		can_hold_title = title_religious_tech
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
		modifier = {
			factor = 0.1
			traits = sceptical
		}
		modifier = {
			factor = 0.1
			traits = lapsed
		}
		modifier = {
			factor = 4.0
			traits = pious
		}
		modifier = {
			factor = 4.0
			traits = devout
		}
		modifier = {
			factor = 0.25
			tag = ROM
		}
	}
	success = {
		has_office = religious_tech
	}
	abort = {
		obj_become_religious_magistrate = 1825
	}
	effect = {
		change_finesse = 1
		religious_conviction = 5
	}
}

obj_become_governor_of_region = {
	type = country_regions
	allow = {
		is_capital = no
		is_governor = no
		can_hold_title = title_governor
		country = { government = monarchy }
		country = { government = tribal }
		NOT = { tag = ROM }
	}
	chance = {
		factor = 50
		modifier = {
			factor = 0.1
			is_governor = yes
		}
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		is_governor = THIS
	}
	abort = {
		OR = {
			AND = {
				is_governor = yes
				NOT = { is_governor = THIS }
			}
			obj_become_governor_of_region = 1825
		}
	}
	effect = {
		change_finesse = 1
		mercantile_conviction = 5
	}	
}

obj_become_title_cupbearer = {
	type = character 
	allow = {
		NOT = { has_title = title_cupbearer }
		government = monarchy 
		is_female = no 
		is_ruler = no
		NOT = { completed_objective = obj_become_title_cupbearer }
		OR = {
			is_courtier = yes
			NOT = { age = 25 }
		}
	}
	abort = {
		OR = {
			age = 25
			is_courtier = no
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			NOT = { family_prestige = 100 }
		}
		modifier = {
			factor = 0.1
			traits = ambitious 
		}
	}

	success = {
		has_title = title_cupbearer
	}
	effect = {
		family_prestige = 5
		loyalty = 10 
	}
}

obj_become_title_huntsman = {
	type = character 
	allow = {
		NOT = { has_title = title_huntsman }
		government = monarchy 
		is_female = no 
		is_ruler = no
		NOT = { completed_objective = obj_become_title_huntsman }
		OR = {
			is_courtier = yes
			NOT = { age = 25 }
		}
	}
	abort = {
		OR = {
			age = 25
			is_courtier = no
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			NOT = { family_prestige = 100 }
		}
		modifier = {
			factor = 0.1
			traits = ambitious 
		}
	}
	success = {
		has_title = title_huntsman
	}
	effect = {
		family_prestige = 5
		loyalty = 10 
	}
}

obj_become_title_seneschal = {
	type = character 
	allow = {
		NOT = { has_title = title_seneschal }
		government = monarchy 
		is_female = no 
		is_ruler = no
		NOT = { completed_objective = obj_become_title_seneschal }
		OR = {
			is_courtier = yes
			NOT = { age = 25 }
		}
	}
	abort = {
		OR = {
			age = 25
			is_courtier = no 
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			NOT = { family_prestige = 100 }
		}
		modifier = {
			factor = 0.1
			traits = ambitious 
		}
	}
	success = {
		has_title = title_seneschal
	}
	effect = {
		family_prestige = 5
		loyalty = 10 
	}
}

obj_become_title_physician = {
	type = character 
	allow = {
		NOT = { has_title = title_physician }
		government = monarchy 
		is_female = no 
		is_ruler = no
		NOT = { completed_objective = obj_become_title_physician }
		OR = {
			is_courtier = yes
			NOT = { age = 25 }
		}
	}
	abort = {
		OR = {
			age = 25
			is_courtier = no 
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			NOT = { family_prestige = 100 }
		}
		modifier = {
			factor = 0.1
			traits = ambitious 
		}
	}
	success = {
		has_title = title_physician
	}
	effect = {
		family_prestige = 5
		loyalty = 10 
	}
}

obj_become_title_bodyguard = {
	type = character
	allow = {
		NOT = { has_title = title_title_bodyguard }
		NOT = { completed_objective = obj_become_title_bodyguard }
		government = tribal
		is_female = no 	
		is_ruler = no
		NOT = { age = 30 } 
	}
	abort = {
		age = 30
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			military = 5
		}
		modifier = {
			factor = 1.5
			NOT = { family_prestige = 100 }
		}
		modifier = {
			factor = 1.5
			military = 7
		}
	}
	success = {
		has_title = title_bodyguard
	}
	effect = {
		family_prestige = 5
		loyalty = 15
	}
}

##################
# Misc Ambitions
##################

obj_amass_wealth = {
	type = character
	allow = {
		NOT = { wealth = 100 }
		is_female = no
	}
	chance = {
		factor = 100
		modifier = {
			factor = 2.0
			traits = corrupt
		}
	}
	success = {
		wealth = 500
	}
	effect = {
		family_prestige = 25
		popularity = 20
		mercantile_conviction = 10
	}
}

obj_have_a_son = {
	type = character
	allow = {
		is_married = yes
		NOT = {
			any_child = {
				is_female = no
			}
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 2.0
			traits = loving
		}
	}
	success = {
		any_child = {
			is_female = no
		}
	}
	abort = {
		age = 45
	}
	effect = {
		family_prestige = 5
		religious_conviction = 3
	}
}

obj_get_married = {
	type = character
	allow = {
		is_married = no
		NOT = { has_title = title_sacerdos_vestalis }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.1
			traits = cold
		}
		modifier = {
			factor = 0.1
			traits = chaste
		}
		modifier = {
			factor = 2.0
			traits = lustful
		}
		modifier = {
			factor = 2.0
			traits = loving
		}
	}
	success = {
		is_married = yes
	}
	effect = {
		family_prestige = 5
		religious_conviction = 1
	}
}

obj_marry_ruler = {
	type = character
	allow = {
		is_female = yes
		is_married = no
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.1
			traits = chaste
		}
		modifier = {
			factor = 2.0
			traits = ambitious
		}
		modifier = {
			factor = 2.0
			traits = lustful
		}
	}
	success = {
		is_married = yes
		spouse = {
			is_ruler = yes
		}
	}
	effect = {
		family_prestige = 25
		change_charisma = 1
	}
}

obj_exile_rival = {
	type = rivals
	allow = {
		THIS = { has_job = no }
		THIS = { is_courtier = no }
		THIS = { is_female = no }
		OR = {
			has_job = yes
			is_courtier = yes
		}
	}
	chance = {
		factor = 200
		modifier = {
			factor = 2.0
			traits = vengeful 
		}
		modifier = {
			factor = 0.5
			traits = forgiving
		}
		modifier = {
			factor = 2.0
			traits = ambitious 
		}
	}
	success = {
		is_banished = yes 
	}
	abort = {
		NOT = {
			is_rival = THIS
		}
	}
	effect = {
		THIS = { family_prestige = 20 }
		THIS = { loyalty = 10  }
		any_child = {
			limit = {
				can_get_rivals = yes
			}
			add_rival = THIS
		}
		any_sibling = {
			limit = {
				can_get_rivals = yes 
			}
			add_rival = THIS
		}
	}
}

obj_death = {
	type = rivals
	allow = {
		THIS = { age = 16}
		THIS = { wealth = 500 }
	}
	chance = {
		factor = 500
		modifier = {
			factor = 2.0
			traits = vengeful 
		}
		modifier = {
			factor = 0.5
			traits = forgiving
		}
		modifier = {
			factor = 2.0
			traits = ambitious 
		}
	}
	success = {
		is_alive = no
	}
	abort = {
		NOT = {
			is_rival = THIS
		}
	}
	effect = {
	}
}

obj_help_friend_job = {
	type = friends
	allow = {
		is_female = no
		has_job = no 
		is_courtier = no 
		age = 16
		THIS = { has_job = yes  }
	}
	chance = {
		factor = 200
	}
	success = {
		OR = {	
			has_job = no 
			is_courtier = no
		}	
	}
	abort = {
		NOT = { is_friend = THIS }
	}
	effect = {
		THIS = { family_prestige = 20 }
		THIS = { loyalty = 10  }
	}
}

obj_help_friend_prison = {
	type = friends
	allow = {
		prisoner = yes
		THIS = { has_job = yes  }
	}
	chance = {
		factor = 200
	}
	success = {
		prisoner = no
		is_alive = yes
	}
	abort = {
		NOT = { is_friend = THIS }
	}
	effect = {
		THIS = { family_prestige = 20 }
		THIS = { loyalty = 10  }
	}
}
		
#################################################
# Country ambitions for the Councillors/Clan Chiefs
#################################################

obj_war_with_country = {
	type = neighbor_countries
	allow = {
		NOT = { war_with = THIS }
		OR = {
			is_courtier = yes
			is_clan_chief = yes
			has_title = title_ex_ruler
		}
	}
	chance = {
		factor = 200
		modifier = {
			factor = 2.0
			traits = brave
		}
		modifier = {
			factor = 0.05
			traits = coward
		}
	}
	success = {
		war_with = THIS
	}
	abort = {
		OR = {
			NOT { num_of_cities = 1 }
			THIS = {
				is_courtier = no
				is_clan_chief = no
				NOT = { has_title = title_ex_ruler }
			}
		}
	}
	effect = {
		family_prestige = 20
		loyalty = 40
	}
	monthly_character_loyalty = -0.1
}

obj_ally_with_country = {
	type = neighbor_countries
	allow = {
		NOT = { war_with = THIS }
		OR = {
			is_courtier = yes
			is_clan_chief = yes
			has_title = title_ex_ruler
		}
	}
	chance = {
		factor = 200
		modifier = {
			factor = 2.0
			charisma = 7
		}
		modifier = {
			factor = 0.05
			NOT = { charisma = 4 }
		}
	}
	success = {
		alliance_with = THIS
	}
	abort = {
		OR = {
			NOT { num_of_cities = 1 }
			THIS = {
				is_courtier = no
				is_clan_chief = no
				NOT = { has_title = title_ex_ruler }
			}
		}
	}
	effect = {
		family_prestige = 20
		loyalty = 40
	}
	monthly_character_loyalty = -0.1
}

obj_build_army = {
	type = neighbor_countries
	allow = {
		NOT = { war_with = THIS }
		OR = {
			is_courtier = yes
			is_clan_chief = yes
			has_title = title_ex_ruler
		}
	}
	chance = {
		factor = 200
		modifier = {
			factor = 2.0
			charisma = 7
		}
		modifier = {
			factor = 0.05
			NOT = { charisma = 4 }
		}
	}
	success = {
		NOT = { army = THIS }
	}
	abort = {
		OR = {
			NOT { num_of_cities = 1 }
			THIS = {
				is_courtier = no
				is_clan_chief = no
				NOT = { has_title = title_ex_ruler }
			}
		}
	}
	effect = {
		family_prestige = 20
		loyalty = 40
	}
	monthly_character_loyalty = -0.1
}

obj_build_navy = {
	type = neighbor_countries
	allow = {
		NOT = { war_with = THIS }
		navy = THIS
		num_of_ports = 1
		OR = {
			is_courtier = yes
			is_clan_chief = yes
			has_title = title_ex_ruler
		}
	}
	chance = {
		factor = 200
		modifier = {
			factor = 2.0
			charisma = 7
		}
		modifier = {
			factor = 0.05
			NOT = { charisma = 4 }
		}
	}
	success = {
		NOT = { navy = THIS }
	}
	abort = {
		OR = {
			NOT { num_of_cities = 1 }
			THIS = {
				is_courtier = no
				is_clan_chief = no
				NOT = { has_title = title_ex_ruler }
			}
		}
	}
	effect = {
		family_prestige = 20
		loyalty = 40
	}
	monthly_character_loyalty = -0.1
}

##########################
# Cursus Honorum
##########################

obj_become_magistratus_minores = {
	type = character
	allow = {
		can_hold_title = title_magistratus_minores
		NOT = { has_title = title_magistratus_minores }
		NOT = { completed_objective = obj_become_magistratus_minores }
	}
	abort = {
		OR = {
			age = 30
			has_tech_office = yes
			is_ruler = yes
			is_general = yes
			is_admiral = yes
			is_governor = yes
			is_courtier = yes
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		has_title = title_magistratus_minores
	}
	effect = {
		mercantile_conviction = 3
	}
}

obj_become_tribunes_militium = {
	type = character
	allow = {
		can_hold_title = title_tribunes_militium
		NOT = { has_title = title_tribunes_militim }
		NOT = { completed_objective = obj_become_tribunes_militium }
		OR = {
			country = { government = republic }
			tag = ROM
		}
	}
	abort = {
		OR = {
			age = 30
			has_tech_office = yes
			is_ruler = yes
			is_general = yes
			is_admiral = yes
			is_governor = yes
			is_courtier = yes
		}
	}
	chance = {
		factor = 100
		modifier = {
			factor = 1.5
			military = 5
		}
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			military = 7
		}
	}
	success = {
		has_title = title_tribunes_militium
	}
	effect = {
		change_martial = 1
		military_conviction = 3
	}
}

obj_become_quaestor = {
	type = character
	allow = {
		can_hold_title = title_quaestor
		NOT = { has_office = land_tech }
		NOT = { has_office = naval_tech }
		NOT = { has_title = title_quaestor_urbani }
		NOT = { has_title = title_quaestor_classici }
		NOT = { completed_objective = obj_become_quaesor }
		OR = {
			country = { government = republic }
			tag = ROM
		}
	}
	abort = {
		OR = {
			obj_become_quaestor = 1825
			has_title = title_construction_tech
			has_title = title_civic_tech
			has_title = title_religious_tech
			is_ruler = yes
			is_courtier = yes
			has_title = title_ex_ruler
			has_title = title_ex_praetor
			has_title = title_ex_quaestor
			AND = {
				country = { government = monarchy }
				NOT = { tag = ROM }
			}
		}
	}
	chance = {
		factor = 150
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			NOT = { prominence = 10 }
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		OR = {
			has_office = land_tech
			has_office = naval_tech
			has_title = title_quaestor_urbani
			has_title = title_quaestor_classici
		}
	}
	effect = {
		mercantile_conviction = 3
	}
}

obj_become_aedile_plebis = {
	type = character
	allow = {
		can_hold_title = title_aedile_plebis
		NOT = { has_title = title_aedile_plebis }
		NOT = { completed_objective = obj_become_aedile_plebis }
	}
	abort = {
		OR = {
			obj_become_aedile_plebis = 1825
			has_tech_office = yes
			is_ruler = yes
			is_general = yes
			is_admiral = yes
			is_governor = yes
			is_courtier = yes
		}
	}
	chance = {
		factor = 50
		modifier = {
			factor = 1.5
			charisma = 7
		}
		modifier = {
			factor = 1.5
			NOT = { prominence = 15 }
		}
		modifier = {
			factor = 1.5
			charisma = 9
		}
	}
	success = {
		has_title = title_aedile_plebis
	}
	effect = {
		civic_conviction = 3
	}
}

obj_become_tribuni_plebis = {
	type = character
	allow = {
		can_hold_title = title_tribuni_plebis
		NOT = { has_title = title_tribuni_plebis }
		NOT = { completed_objective = obj_become_tribuni_plebis }
	}
	abort = {
		OR = {
			obj_become_tribuni_plebis = 1825
			has_tech_office = yes
			is_ruler = yes
			is_general = yes
			is_admiral = yes
			is_governor = yes
			is_courtier = yes
		}
	}
	chance = {
		factor = 150
		modifier = {
			factor = 1.5
			charisma = 7
		}
		modifier = {
			factor = 1.5
			NOT = { prominence = 15 }
		}
		modifier = {
			factor = 1.5
			charisma = 9
		}
	}
	success = {
		has_title = title_tribuni_plebis
	}
	abort = {
		obj_become_tribuni_plebis = 1825
	}
	effect = {
		change_charisma = 1
		populist_conviction = 3
	}
}

obj_become_praetor = {
	type = character
	allow = {
		can_hold_title = title_civic_tech
		NOT = { has_office = civic_tech }
		is_governor = no
		NOT = { has_title = title_praetor_peregrinus }
		NOT = { completed_objective = obj_become_praetor }
		OR = {
			country = { government = republic }
			tag = ROM
		}
	}
	chance = {
		factor = 250
		modifier = {
			factor = 1.5
			finesse = 5
		}
		modifier = {
			factor = 1.5
			finesse = 7
		}
	}
	success = {
		OR = {
			has_office = civic_tech
			is_governor = yes
			has_title = title_praetor_peregrinus
		}
	}
	abort = {
		OR = {
			obj_become_praetor = 1825
			has_office = religious_tech
			is_ruler = yes
			is_courtier = yes
			AND = {
				country = { government = monarchy }
				NOT = { tag = ROM }
			}
		}
	}
	effect = {
		change_finesse = 1
		civic_conviction = 5
	}
}

obj_become_pontifex_maximus = {
	type = character
	allow = {
		can_hold_title = title_pontifex_maximus
		NOT = { has_title = title_pontifex_maximus }
		NOT = { completed_objective = obj_become_pontifex_maximus }
		NOT = { has_office = religious_tech }
	}
	chance = {
		factor = 100
		modifier = {
			factor = 0.1
			is_courtier = yes
		}
		modifier = {
			factor = 1.5
			charisma = 7
		}
		modifier = {
			factor = 1.5
			charisma = 9
		}
		modifier = {
			factor = 0.1
			traits = sceptical
		}
		modifier = {
			factor = 0.1
			traits = lapsed
		}
		modifier = {
			factor = 2.0
			traits = pious
		}
		modifier = {
			factor = 2.0
			traits = devout
		}
	}
	success = {
		has_title = title_pontifex_maximus
	}
	abort = {
		OR = {
			has_office = religious_tech
			obj_become_pontifex_maximus = 1825
		}
	}
	effect = {
		change_charisma = 1
		religious_conviction = 5
	}
}
 
Try opening up logs\setup.log and searching for objectives. It'll give you a list of objectives and their numbers, and will hopefully help you narrow it down.
 
I did a quick search of the file, and it looks like there's the same number of braces of each type (479 of each), so that's not the problem, unless one is misplaced. This leaves me to believe it's probably a typo in the code somewhere, but I didn't see anything wrong (all the "allow", "chance", "success" stuff has the same number, except "abort" which is obviously intentional).

We can't have run into a hardcoded limit, since there seems to be fewer objectives in that file than in Imperium. Very weird.
 
Over the last few days I've started with a clean objectives.txt file and added the objectives back in one at a time twice without finding the culprit(s). I guess I'll do it a third time.
 
I tried using a

obj_x_x = N to set a time limit on the objective with its abort = { } as previously mentioned in another thread, and ended up with modifier_title and modifier_desc showing up in the character panels.

When you save the file and lookup up the players with the offending objectives, then compare that to the existing objective definitions, do you see a correlation?
 
I think you need a "=" after the NOT in the OR subclause of the abort clause of the obj_build_navy block, ie.

Code:
NOT = { num_of_cities = 1 }

here:

Code:
obj_build_navy = {
	type = neighbor_countries
	allow = {
		NOT = { war_with = THIS }
		navy = THIS
		num_of_ports = 1
		OR = {
			is_courtier = yes
			is_clan_chief = yes
			has_title = title_ex_ruler
		}
	}
	chance = {
		factor = 200
		modifier = {
			factor = 2.0
			charisma = 7
		}
		modifier = {
			factor = 0.05
			NOT = { charisma = 4 }
		}
	}
	success = {
		NOT = { navy = THIS }
	}
	abort = {
		OR = {
			NOT { num_of_cities = 1 }
			THIS = {
				is_courtier = no
				is_clan_chief = no
				NOT = { has_title = title_ex_ruler }
			}
		}
	}
	effect = {
		family_prestige = 20
		loyalty = 40
	}
	monthly_character_loyalty = -0.1
}

I didn't test it, but it is a bug at least and potentially could be causing quoting trouble.
 
I think you need a "=" after the NOT in the OR subclause of the abort clause of the obj_build_navy block, ie.

Code:
NOT = { num_of_cities = 1 }

There are a lot of missing '=' in the objectives.txt file.

Several of the OR statements are also missing '=', although they seemingly have not caused any obvious issues with in the retail version, at least I haven't seen the objectives show up corrupted in the character screen or fail to trigger under the success conditions. It might be the parser is lenient in assuming the '=' is there when it's not.