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That sounds amazing Divine!
Is there any way to have the number of patricians set on a title by title basis, I assume not but regardless that along with voting on targeted decision is great!
It's purely a global define. The game will use that define to auto-correct the amount of patrician families in all republics.
I'm glad you like it. I look forward to seeing the cool things all of the mods can do with more power over council voting.
 
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Thank you so much for the thorugh explaination!

May I ask a semi-related question, now that we're on it? Can we use additive_modifers for things outside voting? e.g. things like mtth, ai_chance and ai_will_do lauses? That would be sooo handy and helpfull.
I know that I also wanted the additive_modifiers to work in more places but I think that might have been deemed problematic since getting the modifier to 0 is used as an early out when calculating modifiers so I think it might only be in place for council positions. Try it out and see if it works elsewhere but my initial guess is no.

Would there be any way we can get a title limiter for patrician titles? Or perhaps some more work in time in giving a UI extension to that interface, it would be a really significant improvement, and be remarkably useful in the long run.
The patrician title limiter do you mean that as a normal trigger in a title scope? About the UI not likely to happen any time soon as it would be a very big task due to underlying problems and I've got some other things I prioritize over that.
 
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- Added set_pentarch_title = <title> effect.
- The pentarchy entry in landed titles can now be assigned to a specific religion rather than all religions with autocephaly.

The following usage would be valid in landed_titles.txt
Code:
b_jerusalem = {
    pentarchy = orthodox
    pentarchy = miaphysite
}
Code:
b_jerusalem = {
    pentarchy = yes
}
The first example would only add Jerusalem as a Pentarch title for the Orthodox and Miaphysite faith while the second example would add Jerusalem as a Pentarch title for ALL religions that use autocephaly and pentarch mechanics.
 
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Am I correct in assuming that <scope> = { set_pentachy_title = <title> } makes <scope> be under the authority of the pentach of <title> (e.g. k_aragon = { set_pentarchy_title = b_jerusalem } would make the kingdom of aragon be under the authority of the patriarch of jerusalem, as oposed to being an autocephallous kingdom?).
Yes, that is the intended syntax and usage. In addition to that you can use the right-hand-side value of "none" to explicitly reset the title to not be under the authority of a specific patriarch.
 
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Btw @Divine is there any news on whether or not Family Palaces can be extended to non Merchant Republics. @Captain Gars had discussed it a while back as something he would look into, and it would be really nice to be able to let other government types enjoy having family homes :)



Edit

@Divine Perhaps a way to give us more control over Patricians in different situations, is rather than exporting max_patricians to defines, to export it to governments instead. This way we could create different Merchant_Republic Governments with different max_patricians to simulate different situations, if this might be a bit easier than implimenting a limit on the number of Patricians based on the Liege Title.

The nature of family palaces unfortunately seems to be very tied up in merchant republic mechanics. It would be a major task to untie all of that so that makes us to not prioritize that for the time being.

About max_patricians, I think it might be deemed problematic in various ways to define it per title and having control over it with laws. Having governments control it would be possible. I'll add it to my great list of todo. However it's not on the top of my list for a while. (I also want to rule out the title option thoroughly before I do any new changes)
 
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- add_character_modifier and add_holding_modifier now supports the stacking = yes parameter.
- Added has_holding_modifier = x trigger that returns true of the holding has modifier x.
- Added has_instances_of_character_modifier, has_instances_of_province_modifier, has_instances_of_holding_modifier = { modifier = x amount = y } trigger where y is the amount of current applications of modifier x that the character needs to currently hold for the trigger to return true.
- Added remove_character_modifiers, remove_province_modifiers, remove_holding_modifiers = { modifier = x amount = y } effects that removes y amount of modifier x from the current scope.
 
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- Added on_trade_post_construction_start, on_fort_construction_start on action entries.
- Added on_trade_post_construction_completed, on_fort_construction_completed on action entries.
- Fixed some issues with on_settlement_construction_start on_action events.

Edit: Forgot to mention a couple of on action entries.
 
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Would it also be possible to set a different pentarch for different faiths? For example, if you are Orthodox, k_arabia will be under b_jerusalem while Miaphysites will have k_arabia under b_antiocheia.
It was a while since I implemented it now but I think that functionality was intended. If you just do pentarchy = yes then it will be a pentarch title for all religions using pentarchy and if you do pentarchy = orthodox you only add that title as a pentarch title for the orthodox religion.
 
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Sorry that it's been a while since I implemented stuff and that I've only been here answering urgent questions. But I've been busy working with Stellaris the previous weeks and now I'm back for a while focusing on CK.

- Added back_faction and leave_faction effects.
 
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Thanks for the cheerfulness of the CK usermod forums. :)

@Divine with the coming patch notes and new commands, with your examples, could you please include usage examples to help us use the commands more easily.
I've been meaning to but there were other things stealing my time yesterday.
Example usage:
Code:
character_event = {
    ...
    immediate = {
        back_faction = {
            faction = faction_succ_seniority
            faction_leader = event_target:my_evil_uncle
        }
    }
}

This was the best way that I came up with where we can specify a specific instance of a faction. This unfortunately means that you need to identify the leader of the faction to properly add more characters to it but it makes us able to tell different claimant factions apart.

Code:
character_event = {
    ...
    immediate = {
        leave_faction = faction_succ_seniority
    }
}

This should also be able to specify a specific faction. Both of these functions do presume what my limited testing found on faction mechanics; that you can only be a member (being a leader also counts as being a member here) of 1 instance of a specific type of faction at any given moment (ie you can't be a member of two different claimant factions at the same time). If this is not the case of if it's possible to mod in another behavior I'll probably have to change the syntax slightly.

Code:
character_event = {
    ...
    immediate = {
        leave_faction = all
    }
}

For ease of use I also added this variant.

Please give me your thoughts on the current implementation.
 
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Thanks for the cheerfulness of the CK usermod forums. :)


I've been meaning to but there were other things stealing my time yesterday.
Example usage:
Code:
character_event = {
    ...
    immediate = {
        back_faction = {
            faction = faction_succ_seniority
            faction_leader = event_target:my_evil_uncle
        }
    }
}

This was the best way that I came up with where we can specify a specific instance of a faction. This unfortunately means that you need to identify the leader of the faction to properly add more characters to it but it makes us able to tell different claimant factions apart.

Code:
character_event = {
    ...
    immediate = {
        leave_faction = faction_succ_seniority
    }
}

This should also be able to specify a specific faction. Both of these functions do presume what my limited testing found on faction mechanics; that you can only be a member (being a leader also counts as being a member here) of 1 instance of a specific type of faction at any given moment (ie you can't be a member of two different claimant factions at the same time). If this is not the case of if it's possible to mod in another behavior I'll probably have to change the syntax slightly.

Code:
character_event = {
    ...
    immediate = {
        leave_faction = all
    }
}

For ease of use I also added this variant.

Please give me your thoughts on the current implementation.

Sounds awesome to me.
Only question from me is if you do something like:
Code:
back_faction = {
    faction = faction_succ_seniority
    faction_leader = ROOT
}
Does that found a faction? If not could it please or even better a separate found_faction command along with the ability to specify a third_party = scope for things like claimants?
 
It is indeed true that this will not give the possibility to found new factions. It is a bit messy because I'll probably need to handle the different classes of factions differently but I'll see if I can get together an additional effect called found_faction.
 
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Hmm... Let me approach it differently: currently, all Pentarchs are universal, where as the proposed change is that every religion now have the ability to have different sets (a welcome change). But what I'm wondering is if it is possible to make jurisdiction be under different Pentarchs depending on religion. So let's say that Orthodoxy has the default set, so nothing changes for them, where as the Miaphysites and the Nestorians do not have Constantinople and Jerusalem as their Pentarch, so in practice they are a Triarchy. Since now for the Miaphysites and the Nestorians they don't have the Pentarchial jurisdictions for Greece (Constantiople), Anatolia (Constantiople), Jersualem (Jerusalem), and Arabia (Jerusalem), would they be able to have their heads as Antioch for those religions?

Simply put, if the Kingdom of Jerusalem is owned by an Orthodox, they would be under the Patriarch of Jerusalem, but if they were either Miaphysite or Nestorian, they would be under the Patriarch of Antioch.

Not sure how it would be done with the code since it would have to affect the title history.
I'm unsure about exactly how these mechanics will play out. I haven't touched upon them with my separation of patriarchal titles.
 
- Renamed back_faction to join_faction.
- join_faction now supports the optional argument ignore_requirements = yes.
- Added start_faction effect.
- Added faction_exists trigger.
 
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Example usage of new triggers and effects.

start_faction
Code:
start_faction = {
    faction = faction_succ_seniority
    title = event_target:liege_primary_title
    can_join_existing = yes
}
This will try to join or create a seniority faction against the liege of the current character scope. The default behavior will fail to do anything if such a faction already exists.

faction_exists
Code:
faction_exists = {
   faction = faction_claimant
   title = event_target:my_precious_title
   thirdparty = event_target:illegitimate_bastard
}
This trigger will return true if one of the current scopes vassals are currently leading a claimant faction that is pushing the illegitimate_bastards claim to my_precious_title.

The needed input on these triggers and effects depend on the faction type. The current faction types require the following;
character: faction,
liege_titles: faction, title,
liege_titles_w_claimant: faction, title, thirdparty.
 
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