Hey everyone, does anyone know what the religious equivalent of event 55000 is, if such an analogous event exists, and what file to find it in? Thanks
Hey everyone, does anyone know what the religious equivalent of event 55000 is, if such an analogous event exists, and what file to find it in? Thanks
The closest is event 39500, which converts non-Muslim counties to Islam when they have a Muslim owner. Otherwise, they usually only change religion when a lord spiritual is converting the county (event 900)
I feel I should point something out: the order you type a list of conditionals is not necessarily the order they get checked. The game does some of its own optimizing.I have about 10 conditional statements in an on-event trigger that evaluate various close relative family members. If there aren't any close family, it checks the liege. Which would save the most CPU:
a) Wrap all 10 relative checks in a conditional that first checks 'any_close_relative' scope
b) Evaluate all 10 relative checks separately before liege
Also, is there a way to benchmark the time it takes CK2 to process my event or have it output event duration to the console?
# Get a spouse killed
plot_kill_spouse = {
type = spouse
intrigue_plot = yes
murder_plot = yes
society_plot = {
ROOT = {
society_member_of = the_assassins
society_rank >= 2
}
OR = {
FROM = {
NOR = {
religion = shiite
has_secret_religion = shiite
}
}
ROOT = {
has_quest = quest_the_assassins_assassination
quest_target = { character = FROM }
}
}
}
# Plotter scope
potential = {
prisoner = no
age = 16
is_married = yes
NOT = { trait = incapable }
NOT = {
AND = {
ai = yes
trait = honest
}
}
NOT = {
AND = {
ai = yes
trait = kind
}
}
}
# Target allow trigger for when players target a specific character in the GUI
player_allow = {
always = yes
}
# Target character scope
allow = {
NOT = { is_lover = FROM }
OR = {
# Human
FROM = { ai = no }
# Male plotter without sons wanting to kill an old/barren wife
AND = {
age = 40
FROM = {
is_female = no
OR = {
is_ruler = yes
is_primary_heir = yes
}
# No sons
NOT = {
any_child = {
is_alive = yes
is_female = no
}
}
NOT = { opinion = { who = ROOT value = 50 } }
}
}
# Female plotter disliking her husband but loving her child - the legal heir
FROM = {
is_female = yes
num_of_children = 1
any_child = {
is_alive = yes
any_heir_title = {
holder = ROOT
}
NOT = { trait = incapable }
their_opinion = { who = FROM value = 75 }
}
}
# Spouse has a lover...
AND = {
has_lover = yes
any_lover = {
NOT = { character = FROM }
}
}
# Insane plotter...
FROM = {
OR = {
trait = lunatic
trait = possessed
}
}
}
OR = {
FROM = { ai = no }
FROM = { NOT = { opinion = { who = ROOT value = -25 } } }
}
}
chance = {
factor = 10
modifier = {
factor = 0.01
FROM = { trait = content }
}
modifier = {
factor = 0.2
FROM = { pacifist = yes }
}
modifier = {
factor = 0
their_opinion = { who = FROM value = 25 }
}
modifier = {
factor = 0
their_opinion = { who = FROM value = 0 }
NOT = {
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
}
modifier = {
factor = 1.5
NOT = { their_opinion = { who = FROM value = -25 } }
}
modifier = {
factor = 1.5
NOT = { their_opinion = { who = FROM value = -50 } }
}
modifier = {
factor = 2.0
NOT = { their_opinion = { who = FROM value = -75 } }
}
modifier = {
factor = 2.0
FROM = { trait = deceitful }
}
modifier = {
factor = 1.5
FROM = { trait = paranoid }
}
modifier = {
factor = 1.25
FROM = { trait = lunatic }
}
modifier = {
factor = 1.25
FROM = { trait = possessed }
}
modifier = {
factor = 1.25
FROM = { trait = intricate_webweaver }
}
modifier = {
factor = 1.5
FROM = { trait = elusive_shadow }
}
modifier = {
factor = 2.0
age = 40
FROM = {
is_female = no
NOT = {
any_child = {
is_alive = yes
is_female = no
}
}
}
}
modifier = {
factor = 50
FROM = { has_quest = quest_the_assassins_assassination }
is_quest_target_of = FROM
}
}
success = {
is_alive = no
hidden_tooltip = {
FROM = { has_character_flag = murder_in_motion }
}
}
abort = {
is_alive = no
FROM = {
trait = incapable
}
}
abort_effect = {
FROM = { clr_character_flag = murder_in_motion }
}
effect = {
FROM = {
clr_character_flag = murder_in_motion
# Achievement
hidden_tooltip = {
if = {
limit = {
ai = no
}
set_character_flag = achievement_spouse_killer
}
}
}
}
}
What actually does kill my spouse in the plot? I mean what single code line does the job?
Code:# Get a spouse killed plot_kill_spouse = { type = spouse intrigue_plot = yes murder_plot = yes society_plot = { ROOT = { society_member_of = the_assassins society_rank >= 2 } OR = { FROM = { NOR = { religion = shiite has_secret_religion = shiite } } ROOT = { has_quest = quest_the_assassins_assassination quest_target = { character = FROM } } } } # Plotter scope potential = { prisoner = no age = 16 is_married = yes NOT = { trait = incapable } NOT = { AND = { ai = yes trait = honest } } NOT = { AND = { ai = yes trait = kind } } } # Target allow trigger for when players target a specific character in the GUI player_allow = { always = yes } # Target character scope allow = { NOT = { is_lover = FROM } OR = { # Human FROM = { ai = no } # Male plotter without sons wanting to kill an old/barren wife AND = { age = 40 FROM = { is_female = no OR = { is_ruler = yes is_primary_heir = yes } # No sons NOT = { any_child = { is_alive = yes is_female = no } } NOT = { opinion = { who = ROOT value = 50 } } } } # Female plotter disliking her husband but loving her child - the legal heir FROM = { is_female = yes num_of_children = 1 any_child = { is_alive = yes any_heir_title = { holder = ROOT } NOT = { trait = incapable } their_opinion = { who = FROM value = 75 } } } # Spouse has a lover... AND = { has_lover = yes any_lover = { NOT = { character = FROM } } } # Insane plotter... FROM = { OR = { trait = lunatic trait = possessed } } } OR = { FROM = { ai = no } FROM = { NOT = { opinion = { who = ROOT value = -25 } } } } } chance = { factor = 10 modifier = { factor = 0.01 FROM = { trait = content } } modifier = { factor = 0.2 FROM = { pacifist = yes } } modifier = { factor = 0 their_opinion = { who = FROM value = 25 } } modifier = { factor = 0 their_opinion = { who = FROM value = 0 } NOT = { OR = { FROM = { trait = envious } FROM = { trait = deceitful } FROM = { trait = ambitious } } } } modifier = { factor = 1.5 NOT = { their_opinion = { who = FROM value = -25 } } } modifier = { factor = 1.5 NOT = { their_opinion = { who = FROM value = -50 } } } modifier = { factor = 2.0 NOT = { their_opinion = { who = FROM value = -75 } } } modifier = { factor = 2.0 FROM = { trait = deceitful } } modifier = { factor = 1.5 FROM = { trait = paranoid } } modifier = { factor = 1.25 FROM = { trait = lunatic } } modifier = { factor = 1.25 FROM = { trait = possessed } } modifier = { factor = 1.25 FROM = { trait = intricate_webweaver } } modifier = { factor = 1.5 FROM = { trait = elusive_shadow } } modifier = { factor = 2.0 age = 40 FROM = { is_female = no NOT = { any_child = { is_alive = yes is_female = no } } } } modifier = { factor = 50 FROM = { has_quest = quest_the_assassins_assassination } is_quest_target_of = FROM } } success = { is_alive = no hidden_tooltip = { FROM = { has_character_flag = murder_in_motion } } } abort = { is_alive = no FROM = { trait = incapable } } abort_effect = { FROM = { clr_character_flag = murder_in_motion } } effect = { FROM = { clr_character_flag = murder_in_motion # Achievement hidden_tooltip = { if = { limit = { ai = no } set_character_flag = achievement_spouse_killer } } } } }
death = {
death_reason = (death reason)
killer = (killer, if applicable)
}
Great thx. I already wondered why those plot scripst are so short^^None of it. The actually murder is done by events. If your looking for the code, the command is:
Code:death = { death_reason = (death reason) killer = (killer, if applicable) }
If your looking for the events, they're in plot_events and cm_murder_plot_events (the latter is for if the target is in hiding)
priests_can_marry = yes
Is his title set up right? If it's dynamic, he could be stuck in province null (which is a common mistake; dynamic titles need a valid base title for diplomacy and other things to function right), or it could have one of the title flags that forbid marriage, such as rebel (which seems less likely).Hey friends, I have created a new religion in a new religion group, and inside the religion I have set
yet when I try to arrange a marriage with a the religious head or anyone in his court it will not let me send the request. There is no bar showing that such a request would be accepted or denied, rather the send button is simply greyed out.Code:priests_can_marry = yes
I finally found it out myself:What combination of type, target_potential and allow do I need to make only the liege of the plotter be a target of a plot. I tried a few combinations but I clearly don't understand those variables enough to get them right.
type = realm_characters
...
target_potential = {
ROOT = { de_facto_liege = ROOT }
}
You can definitely add gain and lose_effects. The values can probably also be altered safely.Is the minor title title_regent moddable? In the file I see this: HARD: AUTO-GRANTED - DO NOT REMOVE! Does that mean I can mod it but not remove or not even modding is possible?
I'm not an modding expert, but I don't see a way that revoke_reason can be used outside of opinion modifiers. That appears to be the only way Paradox coded revocation reasons in the base game.Does anyone know the syntax to add a imprison_reason, revoke_reason or whatever to a Trait ? I am trying to add a trait (Slave) that gives the liege the right to imprison at any time but I can't seem to do it without a modifier - is this the only way ?