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Seek100

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Jun 23, 2006
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Hello, I have to start by saying I don't know jack about scripting, I'm willing to do the work myself, but I'd like instructions of some sort on how to script a mass cultural change event similar to the one that turns saxon provinces in England into English ones.

First I need to make a new culture though, there are apparently unused cultures at the moment, but some are 'broken' (Norse for example from what I've read) I want to create a 'Sicilian' culture to cover the greek-arab (and tiny amounts of latin) mixture that resulted in Sicily after the Norman conquest of the island which was very distinct from mainland Italian during the middle ages. Are there any unused cultures that use the Italian sprite? If not I was thinking of using the Occitan tag (which does use the Italian sprite for some reason) for the Sicilians, and then giving the Occitans the unused Iberian tag.

Anyway, once I sort that out I want to have an event that will change the Greek and Arab cultures into the new Sicilian culture and at the same time makes them convert to Catholicism. Can someone tell me how I'd go about making all this happen?
 
I am not an expert myself in making or modding events, but this here is my try

It is btw much easier to use the iberian tag for this 'sicilian' tag, since Iberian isn't used in the game yet, while occitan (or latin) is used.


Code:
province_event = {
	id = 200606281091

	picture = "event_intrigue"

	trigger = {
		condition = { type = year value = 1090 }
		condition = {
			type = or
			condition = { type = area value = 339 }sicilia
		}
		condition = {
			type = or
			condition = { type = culture value = greek }
			condition = { type = culture value = norman }
			condition = { type = culture value = muslim }
			condition = { type = culture value = latin }
		}
	}

	mean_time_to_happen = {
		months = 400

		modifier = {
			condition = { type = ruler_culture value = muslim }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_culture value = greek }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_culture value = norman }
			factor = 0.4
		}
                modifier = {
			condition = { type = ruler_culture value = latin }
			factor = 0.4
		}
	}

	action_a = {
		effect = { type = culture value = latin }
	}

}


The event will start to fire after 1090
It will only fire for the region of Sicily (the Island that is)
It will only fire if the culture of the provinces is greek, norman, arab (=muslim)

If your ruler is of arab or greek culture the event will take longer to fire

If your ruler is of the norman or latin (=sicilian) culture the event will fire quicker

If you really want to use the occitan (latin) culture for this new culture you must first edit the following files

In Crusader kings/scenarios file:
1066_scenario_characters.inc
1066_scenario_provinces.inc
1187_scenario_characters.inc
1187_scenario_provinces.inc
1335_scenario_characters.inc
1335_scenario_provinces.inc

In Crusader kings/db file:
characternames.csv

in all these files change, 'latin' to 'iberian'

In the characternames.csv file you must then add nameslist for this new culture in the following format

latin;female;Aaaaa
latin;male;Aaaaaa

I don't know if it will work, you will have to check that yourself.

Good luck
 
Thanks Veldmaarschalk, that's fantastic. As for the culture, I only planned to use Latin (Occitan) as it had the same sprite as Italian, wouldn't Iberian use the Spanish sprites like Castillan and Catalan?

If I can avoid having to change all the Occitan provinces then that would be a great blessing and I'll just use Iberian as it's unused atm.

Just one last thing: what if I want to do it by province id rather than by region? So I could exclude Malta (which is still arabic) but include Reggio, Cosenza and Lecce (which are Sicilian according to Wikipedia, I've been to Cosenza and no one spoke Sicilian to me, but I guess they wouldn't nowadays).

Would it involve replacing 'sicilia' in this line:

condition = { type = area value = 339 }sicilia

with an individual prov id and then duplicating the code over for each province?
 
Seek100 said:
Thanks Veldmaarschalk, that's fantastic. As for the culture, I only planned to use Latin (Occitan) as it had the same sprite as Italian, wouldn't Iberian use the Spanish sprites like Castillan and Catalan?

If I can avoid having to change all the Occitan provinces then that would be a great blessing and I'll just use Iberian as it's unused atm.

Just one last thing: what if I want to do it by province id rather than by region? So I could exclude Malta (which is still arabic) but include Reggio, Cosenza and Lecce (which are Sicilian according to Wikipedia, I've been to Cosenza and no one spoke Sicilian to me, but I guess they wouldn't nowadays).

Would it involve replacing 'sicilia' in this line:

condition = { type = area value = 339 }sicilia

with an individual prov id and then duplicating the code over for each province?

If you use Iberian you will get the 'spanish' sprite, but the only difference with the 'italian' sprite is the colour of the shield, and didn't the Castlillian, under king Roger and his first wife Elvira of Castillia, have a great influence on Sicily. Not on the cultural level but definitely on the political level.

So that is up to you, if you don't find the iberian sprite approriate you will have to use the occitan/latin sprite.

If you want it to fire for the specific provinces you must add a line for each province which will look like this

Code:
condition = { type = province value = 339 } #Messina
condition = { type = province value = 340 } #Palermo
condition = { type = province value = 341 } #Trapani
condition = { type = province value = 342 } #Agricento
condition = { type = province value = 343 } #Siracusa
condition = { type = province value = 337 } #Consenza
condition = { type = province value = 338 } #Reggio
condition = { type = province value = 345 } #Lecce
 
Thanks for the additional info for the provinces.

Castille never ruled Sicily, only Aragon, and later united Spain, the Spanish influence is much later than the period of CK, Sicily (the island part) only went to 'Spain' in the early 1400s with the marriage of Ferdinand and Isabella, it was still a possesion of Aragon for a couple of Kings after that, till around the 1510s IIRC. The Catalan influence dates from Peter III of Aragon who 'conquered' the island in 1282 (the Sicilian Vespers revolt led to the island's nobility placing themselves under his protection).

But I'd still prefer to use the 'Italian' sprite as Sicily was always more closely connected to Italy culturaly than it ever was to Iberia. I'll try moving the Occitans onto the Iberian tag and using Latin for Sicilian.

Thanks for all the help though.
 
Seek100 said:
Thanks for the additional info for the provinces.

Castille never ruled Sicily, only Aragon, and later united Spain, the Spanish influence is much later than the period of CK, Sicily (the island part) only went to 'Spain' in the early 1400s with the marriage of Ferdinand and Isabella, it was still a possesion of Aragon for a couple of Kings after that, till around the 1510s IIRC. The Catalan influence dates from Peter III of Aragon who 'conquered' the island in 1282 (the Sicilian Vespers revolt led to the island's nobility placing themselves under his protection).

But I'd still prefer to use the 'Italian' sprite as Sicily was always more closely connected to Italy culturaly than it ever was to Iberia. I'll try moving the Occitans onto the Iberian tag and using Latin for Sicilian.

Thanks for all the help though.

I don't say that Castille ruled Sicily, that is not what I mean, but queen Elvira brought some of here relatives with her to Sicily, who gained a lot of influence there.
 
Right, fair enough. There have been so many influences on Sicilian culture, at different times in history; makes it difficult to choose one as the 'main' one.

Anyway, after a long a gruelling session fo changing character tags (I gave up after doing 1066, which was enough already) I'm ready to add the event code, I take it I should just put it at the bottom of the provincial_conversion_events.txt file and it'll trigger in game when the time comes, assuming it all works right?

Also would adding to the following liks this:

Code:
	action_a = {
		effect = { type = culture value = latin }
		effect = { type = religion value = catholic }

mean that it would also trigger the religious conversion at the same time? Sorry if this is all obvious stuff but I've never toughed a piece of scripting before in my life for any game.
 
Last edited:
Seek100 said:
Right, fair enough. There have been so many influences on Sicilian culture, at different times in history; makes it difficult to choose one as the 'main' one.

Anyway, after a long a gruelling session fo changing character tags (I gave up after doing 1066, which was enough already) I'm ready to add the event code, I take it I should just put it at the bottom of the provincial_conversion_events.txt file and it'll trigger in game when the time comes, assuming it all works right?

Also would adding to the following liks this:

Code:
	action_a = {
		effect = { type = culture value = latin }
		effect = { type = religion value = catholic }

mean that it would also trigger the religious conversion at the same time? Sorry if this is all obvious stuff but I've never toughed a piece of scripting before in my life for any game.

That should work.

Changing the 'latin' to 'iberian' culture isn't that much work, you don't have to change them individually

Open the files with wordpad
then press at the same time the 'Ctrl' + 'H' key on your keyboard
then let him search for 'latin' and replace it by 'iberian' the changing of all the latin entries will then be done for you.
 
So would this rough Anatolian melting-pot equivalent like this work?

Code:
province_event = {
	id = 200606281092

	picture = "event_intrigue"

	trigger = {
		condition = { type = year value = 1067 }

		condition = {
			type = or
			condition = { type = culture value = greek }
		}

		condition = {
			type = or
			condition = { type = ruler_culture value = turkish }
		}
	}

	mean_time_to_happen = {
		months = 300

	}

	action_a = {
		effect = { type = culture value = turkish }
	}

}

Event triggers always confuse me. Not sure how the "or" works in context. (And apologies for the unintended necromancy!)
 
Your condition is not correct.

You use condition = { type = or } if you want to use an OR clause:
Code:
condition = {
			type = or
			condition = { type = culture value = greek }
			condition = { type = culture value = norman }
}
means that EITHER culture = greek OR culture = norman must be true.
In your example you want to check that culture = greek AND ruler_culture = turkish, but since AND is the default, you can just enter both conditions without qualifiers.

Use this instead:
Code:
province_event = {
	id = 20090324
	picture = "event_intrigue"
	trigger = {
		condition = { type = year value = 1067 }
		condition = { type = culture value = greek }
		condition = { type = ruler_culture value = turkish }
	}
	mean_time_to_happen = {
		months = 300
	}
	action_a = {
		effect = { type = culture value = turkish }
	}
}
id: must be unique for your game, no two events may have the same id. Today's date is usually safe.
picture: picks any existing picture from the game by name. Can be left blank.
Trigger: this has all conditions you want.
year = 1067: will work for any year after 1067
culture: will work for any greek culture province
ruler_culture: will work for any province with a turkish rulers
Full trigger is thus: any Greek province ruled by a Turk after 1067
Mean time to happen (MTTH): the average time this event takes to fire after all conditions are met
Action: what actually happens: the culture is changed to turkish.
 
I'm playing a DVIP game with Duchy of Provence --> Kingdom of Jerusalem and wanted to know (since I'm interested in this as well as Crusader customs were a mix of Occitan/French, Byzantine and Arabic), if the Norse culture was used, or if it would be better to use one of the Knightly Order cultures, such as Templar, Tuetonic, or Hospitaler. Currently what I have is this:

Code:
province_event = {
	id = 9999999999 #subject to change, just a placeholder for now
	picture = "event_crusades"
	trigger = {
                condition = {
                     type = or
                      condition = {type = culture value = greek }
		      condition = { type = culture value = muslim }
		      condition = { type = culture value = abghazian }
               }
                condition = {
                     type = or
                      condition = {type = area value = xxx } # Phoenicia - the Levant
		      condition = { type = area value = yyy } #Cyprus
		      condition = { type = area value = zzz } #Cyclades - crete
               }
                condition = {
                     type = or
                     condition = { type = ruler_culture value = latin }
                     condition = { type = ruler_culture value = frankish }
                }
                condition = { type = ruler_religion value = catholic }
                condition = {
                     type = not
                     condition = {
                            type = or
                            condition = { type = ruler_culture value = abghazian } #berber
                            condition = { type = ruler_culture value = muslim }
                     }
                 }
                condition = { type = religion value = catholic } #province must already be converted to Catholicism
	}
	mean_time_to_happen = {
		months = 350
                
                modifier = {
			condition = { type = culture value = greek }
			factor = 1.25
		}
	}
	action_a = {
		effect = { type = culture value = norse }
	}
}

Also, how do you know what value to use for the different regions? I couldn't find numbers anywhere.
 
Last edited:
All culture tags you mention have problems:
Norse: always takes the namelist from Norwegian
Templar, Teutonic, Hospitaler: can't use names, so unusabe for characters. Everyone born with or spawned in a province with this culture will be named 'Unnamed Infant'.

What you can do is to possibly use the 'none' culture tag which is still unused in DVIP: this is a turkish sprite, but has light faces. Remember to add names for it in the character names list though.

Areas can be determined from db\Provinces.csv. Area # is the area Province # is in, so area 50 is the area of province.
So to find Cyprus' area, use one of its province numbers.
 
Thanks for the reply, I'll test it out using the NONE tag (I just assumed that wasn't usable because it's special or something, don't really know much about the intricacies behind the game).

EDIT: Finally got it to work, had a misplaced bracket. : /

2nd EDIT: Is there a way to get s province event to change the ruler's culture? Like if I wanted the ruler to get the same culture that the province receives (Outremer using the "none" tag here), could I put in
Code:
	action_a = {
		effect = { 
      type = random
      chance = 90
      effect = { type = culture value = none } #Outremer culture
      effect = { type = ruler_culture value = none }
      }
    effect = {
      type = random
      chance = 10
      effect = { type = culture value = ruler_culture }
      }
	}

3rd EDIT: Apparently no it's not after scouring the "event effects" file.
 
Last edited:
All culture tags you mention have problems:
Norse: always takes the namelist from Norwegian
Templar, Teutonic, Hospitaler: can't use names, so unusabe for characters. Everyone born with or spawned in a province with this culture will be named 'Unnamed Infant'.

What you can do is to possibly use the 'none' culture tag which is still unused in DVIP: this is a turkish sprite, but has light faces. Remember to add names for it in the character names list though.

Areas can be determined from db\Provinces.csv. Area # is the area Province # is in, so area 50 is the area of province.
So to find Cyprus' area, use one of its province numbers.

Hi,
I got inspired by this thread and uploaded a map of the CK regions and areas here