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One line summary of your issue
If you are already a republic and the Hanseatic League is founded, the family palace will be reset
Game Version
3.3.4
What expansions do you have installed?
All great
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
If you are already a republic as Mecklenburg you are still formally awarded the Patritzer title when the Hanseatic League was founded. This ensures that the family palace is completely set to 0.
This does not occur with all other patrician families - they keep their family palaces
Steps to reproduce the issue.
If you are already a trading republic, establish the German Hanseatic League
Addendum
I just noticed that I got 2 patrician titles because of this, only the newer one can be seen in the trade republic. I now also have 2 family palaces.
Well that wouldn't have happened if not done by the player manually.
It can't normally trigger for the player in the first place and sure not that early.
edit: I was wrong. Forgot about the decison and how it works since patch 3.x.
Well that wouldn't have happened if not done by the player manually.
It can't normally trigger for the player in the first place and sure not that early.
Only neither the console nor the normal event was involved. There is the decision to Create the Hansa and it has neither a minimum date nor a no player requirement. Much can shine when the day is long. But it is far from true.
Well phrased, but i'm not sure if we had already reached the level of communication for that to be necessary.
Just saying. Admittedly i could have let out the "Well.." part, but that wasn't intended as sounding condescending if so,
but i see that it can for some. Will try to not use it as often.
Anyway, back on topic..
Only neither the console nor the normal event was involved.
There is the decision to Create the Hansa and it has neither a minimum date nor a no player requirement.
Sorry.
I had forgotten about the decision (only) getting included in patch 3.x.
Beforehand it always had been an event limited to happen to the AI and only past 1170 and i thought to remember the decision
being in earlier and for the top liege only and in short i apparently got confused.
I didn't know it's possible to select the decision and turn yourself into the Hansa, even as a feudal duke or already a republic.
Interesting.
I wonder what the is_government_potential = merchant_republic_government is for, if it seems possible to use for any government
outside nomads anyway. I would assume that it isn't intended for a republic to select the decision, but that's only my guess.
Regarding the palace, you should get one as of create_family_palace = yes.
That this apparently deletes an already existing one and leaves you with nothing is ironic...and surely a bug, if my above guess is wrong.
So concluding.....i was wrong and your bug report is right.
Sorry again.
Cheers
Perhaps it came across to me more harshly than it was meant by the translation. Well, I'm glad that we agree.
Finally, if the decision is not intended to be made by commercial republics, it is not fully thought out. Above all, what else should I do as a German trade republic except found the Hanseatic League.
That was just a guess of mine and what i'd done, but it looks intended by now reading the decision again.
See the is_republic = yes part below.
Regaridng the main part of your bug report, i suppose the issue happens with the head of the republic, as the four patrician houses
outside the head already exist and no more houses get created then in the first place, also because of is_patrician = no (or the "if =" clause earlier, not sure) and hence the create_family_palace = yes part doesn't trigger for them, contrary to the ruling doge dynasty house earlier in the script.
Code:
....
create_family_palace = yes
set_government_type = merchant_republic_government
if = {
limit = {
NOT = {
num_of_government_vassals = {
government = merchant_republic_government
value = 1
}
}
}
any_unique_dynasty_vassal = { # gives random vassals a family palace
count = 4
limit = {
is_female = no
OR = {
is_republic = yes
is_tribal = yes
}
is_patrician = no
prisoner = no
NOT = { trait = incapable }
is_adult = yes
NOT = {
dynasty = none
}
}
create_family_palace = yes
}
}
...
So the part here at the top might require a limit for an already existing republic.