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The game assigns them a military education and immediately I switch it randomly to one of the other four education paths of the same level of their military education. So, for instance, a brilliant strategist cannot become a naive appeaser but can become a grey eminence.

Like, this always happens to all female characters? Or is it just something that has a high likelihood of happening? I get the rationale behind this, but it doesn't seem like it should be universal. Or maybe it could be set as a game rule.
 
Like, this always happens to all female characters? Or is it just something that has a high likelihood of happening? I get the rationale behind this, but it doesn't seem like it should be universal. Or maybe it could be set as a game rule.

Sorry, I was not entirely clear. There is a high probability of the change to happen, it is not a certainty. If you list all characters in the game, you'll see females with a military education. If you are female and finish the military education, you'll be given the chance of keeping it or changing for something more conformant with medieval society.
As for creating a game rule, it can be considered, but when I introduce it, I'll do the same for different aspects of the game, thus introducing several game rules at the same time.
 
The one you are missing only works if your Marshal is assigned to suppress revolts in a rebellious province. You can then pick the decision - it has an icon with a mailed fist in a. blue background - and raise the stability of said province.
Ohh... So we have a total two methods that require us to go to the intrigue tab, one through MTTH event to get that stability (which makes it three)?

Parking my marshal at a rebelious province, using my steward to administer realm both wont have any MTTH event to give me stability, no?

Also, are there any plans to incorporate HIP province factors into the stability calculation? Things like weather, disease, province being raided and recently acquired provinces should affect stability... Tho it will take some balancing instead of stacking with the holy war consequences :D
 
Ohh... So we have a total two methods that require us to go to the intrigue tab, one through MTTH event to get that stability (which makes it three)?

Exactly. And don't forget you also have the appointment of the overseer that again, can increase stability in the provinces.

Parking my marshal at a rebelious province, using my steward to administer realm both wont have any MTTH event to give me stability, no?

Parking by itself does nothing. You have the opportunity of raising the stability on a rebellious province that has a marshal there, via the intrigue menu, as a decision.

Also, are there any plans to incorporate HIP province factors into the stability calculation? Things like weather, disease, province being raided and recently acquired provinces should affect stability... Tho it will take some balancing instead of stacking with the holy war consequences :D

I'd like to do that as I am also a HIP player. On the other hand that would mean releasing a mod specifically for HIP and the extra work it gives me plus the dificulty I have in reaching the HIP team doesn't help. I already toyed with the idea of releasing a HIP version but the mod integration question I privately asked zijistark was never answered.


If you want more content for your game and know what you are doing with the mod files, you can edit the job actions file, find the section for action_sow_dissent and add to the events listed - 916 and 917 if you are in vanilla or HIP, for instance - the event darkages.1972056 to have the capability of your chancellor to drop the stability of foreign provinces.
 
I'd like to do that as I am also a HIP player. On the other hand that would mean releasing a mod specifically for HIP and the extra work it gives me plus the dificulty I have in reaching the HIP team doesn't help. I already toyed with the idea of releasing a HIP version but the mod integration question I privately asked zijistark was never answered.
If you want to refer things that are only provided by HIP as triggers f.e. you can do this without including files from the mod. SWMH and EMF both give a global flag that indicating that they're running.
SWMH's one is "SWMH"
 
If you want to refer things that are only provided by HIP as triggers f.e. you can do this without including files from the mod. SWMH and EMF both give a global flag that indicating that they're running.
SWMH's one is "SWMH"

Than you for your help Arko. It's something simpler than that. Tomorrow I'll bug you in private with the post I sent zijistark, you probably can help me.
 
Just took a look at your files. Validator pointed out a couple of parsing errors:
events/dark_ages_politics.txt, line 417
Code:
                       trait = trait = grey_eminence
Should be "trait = grey_eminence"
decisions/dark_ages_targeted_decisions.txt
Code:
           else
           {
Should be "else = {"

I notice that you use event ids with namespace darkages and secondary id in the range 1972000+. Namespaces are assigned a 100,000 block of IDs at game start (check setup.log), so using a secondary id over 99,999 can cause collisions with other mods or vanilla events. If you need over 100,000 ids for your mod, use another namespace. (It has been a very long time since namespaces were added, and the necessity to use large ids to avoid collisions was eliminated.) You should delete the leading 1972 from the event ids and make sure there aren't any leading 0s in the id after that.

In the debate code in the politics events, you should save the debate partner as an event target, so you can scope directly to him without searching all voters for the one with a flag set.

ai_chance modifiers have factors, not values as you used in events/dark_ages_ai_backs_plot.txt and possibly other places.
 
Just took a look at your files. Validator pointed out a couple of parsing errors:
events/dark_ages_politics.txt, line 417
Code:
                       trait = trait = grey_eminence
Should be "trait = grey_eminence"
decisions/dark_ages_targeted_decisions.txt
Code:
           else
           {
Should be "else = {"

I notice that you use event ids with namespace darkages and secondary id in the range 1972000+. Namespaces are assigned a 100,000 block of IDs at game start (check setup.log), so using a secondary id over 99,999 can cause collisions with other mods or vanilla events. If you need over 100,000 ids for your mod, use another namespace. (It has been a very long time since namespaces were added, and the necessity to use large ids to avoid collisions was eliminated.) You should delete the leading 1972 from the event ids and make sure there aren't any leading 0s in the id after that.

In the debate code in the politics events, you should save the debate partner as an event target, so you can scope directly to him without searching all voters for the one with a flag set.

ai_chance modifiers have factors, not values as you used in events/dark_ages_ai_backs_plot.txt and possibly other places.

Thank you very much for all this!

I was unable to use the validator as I don't know what to do once it is loaded (I can only.debug vanilla). If you can provide me with step by step instructions about what to do there I'd be very grateful.

As for the modifiers for ai_chance it was an oversight.
The event numbers come reported in the logs and I was aware of them, but didn't know there were further problems.

Will have everything sorted out for the release tomorrow.

Again, thank you.
 
The top line in Validator gets the complete path to the executable, the second line gets the name of the mod as given in the .mod file (if the .mod file has name = "umptyfratz", put umptyfratz on that line.) Choose "Crusader Kings II" and "Show mod errors" in the drop down menus.
 
The top line in Validator gets the complete path to the executable, the second line gets the name of the mod as given in the .mod file (if the .mod file has name = "umptyfratz", put umptyfratz on that line.) Choose "Crusader Kings II" and "Show mod errors" in the drop down menus.

Will do it now. Thank you very much!
 
I'm just about to finally get this installed and I think I'll start a new playthru. Really looking forward to trying it out. But a question: any recommended game rules, especially in regard to vassal/demesne limits? For probably the last five hundred hours of gameplay or so I have habitually quartered demesne size and have begun to quite enjoy the challenges that creates, and it's a great way to simulate less centralized feudal systems where lords and lieges might have similar resources. But I've read that the stability mechanic you've implemented is a pretty serious challenge and I wonder if quartering demesne/vassal limits on top of that might not be too merciless a challenge. Cheers!
 
I'm just about to finally get this installed and I think I'll start a new playthru. Really looking forward to trying it out. But a question: any recommended game rules, especially in regard to vassal/demesne limits? For probably the last five hundred hours of gameplay or so I have habitually quartered demesne size and have begun to quite enjoy the challenges that creates, and it's a great way to simulate less centralized feudal systems where lords and lieges might have similar resources. But I've read that the stability mechanic you've implemented is a pretty serious challenge and I wonder if quartering demesne/vassal limits on top of that might not be too merciless a challenge. Cheers!

I am also one to play with reduced demesne size but I halved it. I test the mod with demesne halved and the frequency of the events is ok. I would not go to the demesne quartered as it reduce it too much and some events/decisions requiere you to have two provinces in the demesne. Also to bear in mind is the lower the demesne the easier the system gets.

You may want to wait yuntil tomorrow as I'll be releasing a new version with many bugs fixed and a new system introduced: the ability to frame characters.

Hope you enjoy the stability system and everything else. Stay in touch!
 
Sorry, I was not entirely clear. There is a high probability of the change to happen, it is not a certainty. If you list all characters in the game, you'll see females with a military education. If you are female and finish the military education, you'll be given the chance of keeping it or changing for something more conformant with medieval society.
As for creating a game rule, it can be considered, but when I introduce it, I'll do the same for different aspects of the game, thus introducing several game rules at the same time.
Suggestion: make it so that the better the girl is at military, the less likely she is to give it up. The female commanders we do know from history (Boudica, Artemisia, Tomyris, Eleanor of Aquitaine, Jeanne d'Arc, etc.) were never described as mediocre ones - which makes sense, given that they elected to be a commander in the first place, meaning that they likely had passion and/or skill for the job. So 99% odds to switch careers for a Tough Soldier and a 50% chance for a Brilliant Strategist (and interpolating between that) seems reasonable to me.
 
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Suggestion: make it so that the better the girl is at military, the less likely she is to give it up. The female commanders we do know from history (Boudica, Artemisia, Tomyris, Eleanor of Aquitaine, Jeanne d'Arc, etc.) were never described as mediocre ones - which makes sense, given that they elected to be a commander in the first place, meaning that they likely had passion and/or skill for the job. So 99% odds to switch careers for a Tough Soldier and a 50% chance for a Brilliant Strategist (and interpolating between that) seems reasonable to me.

Interesting. I'll do something to that effect but differently... I'll give them a good bonus to their martial. Thanks!
 
Just wanted to say, thanks for bringing this mod of yours to my attention! Definitely going to look into using it :)
Interesting. I'll do something to that effect but differently... I'll give them a good bonus to their martial. Thanks!
Or, to toss out a third idea, maybe have the likelihood be based upon their martial? Higher martial women will likely retain their military education while lower martial women will be swapped? Just a thought :)
 
Or, to toss out a third idea, maybe have the likelihood be based upon their martial? Higher martial women will likely retain their military education while lower martial women will be swapped? Just a thought :)

I'll code something for the version released later today.
 
Suggestion: make it so that the better the girl is at military, the less likely she is to give it up. The female commanders we do know from history (Boudica, Artemisia, Tomyris, Eleanor of Aquitaine, Jeanne d'Arc, etc.) were never described as mediocre ones - which makes sense, given that they elected to be a commander in the first place, meaning that they likely had passion and/or skill for the job. So 99% odds to switch careers for a Tough Soldier and a 50% chance for a Brilliant Strategist (and interpolating between that) seems reasonable to me.

Or, to toss out a third idea, maybe have the likelihood be based upon their martial? Higher martial women will likely retain their military education while lower martial women will be swapped? Just a thought :)

Ended up coding 1% chance for martial < 8, 5% for martial >8, 10% for martial > 10, 20% for martial > 15

So a 15 martial female general will have three rolls to be able to retain her military education - one at 5%, another at 10 and still another at 20%.

I am giving a final test to the version and will not be long until I post here the release.
 
Version v.1.1.0 - Download it HERE

Fixes & Tweaks:

- Slightly changed the conditions for the assassin to be able to perform the assassination (he/she can't be a prisoner and must be an adult now)
- Added tooltips to the most common stability change events in order for the player to be able to see what is the provincial stability in the event
- Changed the scope of the AI doing murders and framing characters from realm to court, thus improving performance in around 14%
- AI characters were murdering each other very diligently - one had 11 murder kills already on her score! - so I reduced by a factor of 4 their appetite for murdering
- Fixed a serious bug with murders for the player. It was not working due to some last changes I did after debugging the system (thx richvh)
- Fixed a bug in the political debates (thx richvh)
- Renumbered all events following a tip from richvh
- Fixed the ai decision in the murder targeted decision
- Fixed the ai decision in the plot involvement
- Fixed overseer combat ability in mission failure
- A plot invitation timer is now properly setup
- Fixed a description of a murder that was not showing up
- Fixed an event in murders that was supposed to be hidden but was showing up
- Fixed 3 events in the murders that were not firing. Only important in an informative way when the player was the target of a murder
- Reason for death was not given when the payback was successful in the murder events
- Fixed invalid trigger in the selection of a courtier to be killed in the payback of the murder events
- Fixed a description when there was a murder attempt but the target was not discovered
- Fixed a wrong scope in several opinion triggers that related to the demesne overseer
- Fixed event option for cruel characters in stability system that was not showing
- Punitive raids were not working in the stability system. Now they are up and running!
- Fixed prestige not being added to the character who is a demesne overseer because of his/her job
- Fixed betrayed husbands/wives were not at an increased chance of planning the murder of the respective wife/husband
- Changed event "Unsafe Passage" to only fire in Rebellious provinces. Was wrongly firing also for Restless provinces
- Women with military education retain it better at high Martial stat

New Content:

- A new targeted decision for the player (or AI) to frame other characters, thus decreasing enormously their popularity
- A new lifestyle diplomatic trait can be gained through the use of the Frame Character action (Silver Tongue)
- A new nickname can be gained if framing characters (the Viper)
 
Slightly changed the conditions for the assassin to be able to perform the assassination (he/she can't be a prisoner and must be an adult now)
Aww, no more child murderers? :p