• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Oh yeah I definitely messed up the naming. The trait attribute is supposed to be called enatic I'm going to fix that.



eg.
Code:
scaled_wealth = {
    value = x
    min = y
    max = z
}
Where min is a value that is multiplied by the prospected yearly income. y and z are the minimum and maximum outcomes respectively.

Two things:
-so what you added is actually an enatic = yes that only tranfer traits from mother to child, right? Ok.
-in your explanation of scaled_wealth syntax, why is "min" multiplied by prospective income? Should be "value" multipled, with min being a default minimal value? Or am I reading you wrong?
 
Two things:
-so what you added is actually an enatic = yes that only tranfer traits from mother to child, right? Ok.
-in your explanation of scaled_wealth syntax, why is "min" multiplied by prospective income? Should be "value" multipled, with min being a default minimal value? Or am I reading you wrong?
You are correct.
 
  • 1
Reactions:
- Added triggers monthly_prestige and monthly_piety.
- Added effects scaled_prestige and scaled_piety.

Syntax of the scaled_prestige and scaled_piety is the following:
Code:
scaled_prestige = x
or the optional syntax:
Code:
scaled_prestige = {
    value = x
    min = y
    max = z
}
 
Last edited:
  • 6
Reactions:
So this took a while but I think I've got these ones down now.

- It is now possible to script council voting for targeted_decisions.
- The council interface should now support voter minor titles with a grant limit higher than one (1).
- Added define MERCHANT_REPUBLIC_MAX_PATRICIANS which determines the amount of merchant republic families the game will allow to exist in a merchant republic.

Unfortunately I found out after a bit of digging that it wouldn't be an easy thing to just do a general rule for an implementation of a slider in the repuiblic interface (due to underlying systems having some issues) so it will still use the gui that gets messed up if you add more patrician houses than 5.
 
  • 10
  • 4
Reactions:
So this took a while but I think I've got these ones down now.

- It is now possible to script council voting for targeted_decisions.
- The council interface should now support voter minor titles with a grant limit higher than one (1).
- Added define MERCHANT_REPUBLIC_MAX_PATRICIANS which determines the amount of merchant republic families the game will allow to exist in a merchant republic.

Unfortunately I found out after a bit of digging that it wouldn't be an easy thing to just do a general rule for an implementation of a slider in the repuiblic interface (due to underlying systems having some issues) so it will still use the gui that gets messed up if you add more patrician houses than 5.

Great additions! Couple of questions though:
-What is the syntax for scripting voting on targeted decisions? Does it also apply to title_decisions and settlement_decisions?
-If we set the new define, say, to six, will the engine generate the new patricians, or will we need to do that will script?
 
About the council voting on targeted_decision. I've made it so that they should work similar to the character interactions. So first off you need to tell the council that they can vote on the decision. This is done by adding a law with the following line in the effects: "enable_council_voting_on_issue = my_targeted_decision". Alternatively you can have your decision only being voted on during regencies by adding it's name to the REGENCY_VOTING define under NCouncil and not adding a law for it.
After that is done the council can vote on the decision. However to get them to have an opinion in how they vote you'll need to add voting patterns for your decision. These are manipulated inside the common/council_voting folder. These scripts are basically a collection of triggers that are checked in a specific order determined by the voters position and defined in the common/voter_postions folder. To add a trigger for your decision just go into the files for relevant patterns and add your decision name into the script in the same manner as laws and character interactions.
e.g.
Code:
selfish_pattern_for = {
    icon = 9
    pattern_type = for
  
    my_targeted_decision = {
        spouse = {
            character = FROMFROMFROM # Targeted Character
        }
    }
    ...
}
This would make a councilor vote for the decision if it was made targeting the councilor's wife, unless an earlier pattern would make the councilor vote in another fashion. There are some more quirks around the new voting system but I think some of the modders have figured most of it out however I'll keep an eye out if there are questions lingering unanswered about voting patterns on the forum every now and then.

About the scopes available for targeted_decision voting patterns:
ROOT is the voter.
FROM is the owner of the council that is voting on the issue.
FROMFROM is the vote starter.
FROMFROMFROM is the character targeted by the decision.

(for now FROM and FROMFROM will be the same character but I might have some plans to be able to determine on decision by decision basis if it's the current characters council or the liege's council that should vote on the issue)

And to answer the previous question this will only work on character decisions from the beginning. It's a bit messy to get all of the scopes to setup correctly since decisions are still a bit different than character interactions but I do believe that at least the title decision would be useful to have council voting on but it's quite a daunting task.
 
Last edited:
  • 5
Reactions:
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!
 
  • 1
Reactions:
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.
 
  • 2
Reactions:
About the council voting on targeted_decision. I've made it so that they should work similar to the character interactions. So first off you need to tell the council that they can vote on the decision. This is done by adding a law with the following line in the effects: "enable_council_voting_on_issue = my_targeted_decision". Alternatively you can have your decision only being voted on during regencies by adding it's name to the REGENCY_VOTING define under NCouncil and not adding a law for it.
After that is done the council can vote on the decision. However to get them to have an opinion in how they vote you'll need to add voting patterns for your decision. These are manipulated inside the common/council_voting folder. These scripts are basically a collection of triggers that are checked in a specific order determined by the voters position and defined in the common/voter_postions folder. To add a trigger for your decision just go into the files for relevant patterns and add your decision name into the script in the same manner as laws and character interactions.
e.g.
Code:
selfish_pattern_for = {
    icon = 9
    pattern_type = for
 
    my_targeted_decision = {
        spouse = {
            character = FROMFROMFROM # Targeted Character
        }
    }
    ...
}
This would make a councilor vote for the decision if it was made targeting the councilor's wife, unless an earlier pattern would make the councilor vote in another fashion. There are some more quirks around the new voting system but I think some of the modders have figured most of it out however I'll keep an eye out if there are questions lingering unanswered about voting patterns on the forum every now and then.

About the scopes available for targeted_decision voting patterns:
ROOT is the voter.
FROM is the owner of the council that is voting on the issue.
FROMFROM is the vote starter.
FROMFROMFROM is the character targeted by the decision.

(for now FROM and FROMFROM will be the same character but I might have some plans to be able to determine on decision by decision basis if it's the current characters council or the liege's council that should vote on the issue)

And to answer the previous question this will only work on character decisions from the beginning. It's a bit messy to get all of the scopes to setup correctly since decisions are still a bit different than character interactions but I do believe that at least the title decision would be useful to have council voting on but it's quite a daunting task.

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.
 
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.
 
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.
 
  • 2
Reactions:
It's purely a global define. The game will use that define to auto-correct the amount of patrician families in all republics.
Any chance we might be able to get a min_patricians define to go along with this one?
 
Any chance we might be able to get a min_patricians define to go along with this one?

From what I understand, MERCHANT_REPUBLIC_MAX_PATRICIANS is both a maximum and a minimum, i.e. merchant republics will always have this exact number of families, and if lower a new one gets generated.
 
  • 1
Reactions:
And yeah, as a trigger in titles/laws where we can overtime increase the number of patricians. OR for instance define more as the titles increase in value. Just additional ways to manipulate the number of patricians to enable situations where some Merchant Republics have more or less Patricians than others.
 
  • 1
Reactions:
From what I understand, MERCHANT_REPUBLIC_MAX_PATRICIANS is both a maximum and a minimum, i.e. merchant republics will always have this exact number of families, and if lower a new one gets generated.
Yes, I'm asking if that could be changed, so we could have more control over the creation of new patrician families, hopefully via event.
 
- 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.
 
  • 9
  • 8
Reactions:
- 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.

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?).
 
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.
 
Last edited:
  • 3
Reactions:
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 :)

Having the possibility to have Patricians in other goverments is the thing I like really to have I need playable unlanded barons but not all "The Republic" mechanic! However having the possibility to have more that 5 Patricians is a first pass in the right direction for sure now my "Commune of Rome" do not need anymore to simulate 12 Senators with landless County titles... the problem is that if set the limit to 12 now Genoa and Venice will get 12 Merchants families that could screw the trade post mechanic...

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.

So yes the ideal thing would be to have it in government so one could have that in a vanilla Merchant Republic you get the usual 6, in a Senatorial Republic they are 12 and in Noble Republic they will be 36 for example...