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One tip: open up the vanilla file and your altered file in Gimp. Just copy from the altered to vanilla, export it, and the index order is restored.
Meh, I drew it from scratch. Thanks tho.
 
Since it's possible to create a new title that's temporary by
Code:
    create_title = {
                tier = KING
                [...]
                temporary = yes
    }

I was wondering if it's possible to turn existing titles temporary too.

There are commands for adventurers, nomads and landless on the wiki but not for temporary.
(set_title_adventurer, set_title_nomad, set_title_landless).

I tried set_title_temporary, but as expected that did nothing.
 
Hello comunity!
I tried to go through the code but either failed to find or succeded not finding the answers to the following questions:

1. Is there a way to set/change the order in which a province holdings are sieged (my main interest would be to set trade posts as last)?
2. Is there a way to turn off destruction of holdings such as forts and trade posts after siege?
3. Is there a way to make ai build forts (i.e. by addidng ai_creation_factor)?
Thanks!
 
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Is there any way that country capitals can build city buildings too?
 
How do I make a 'hidden tooltip' message apply to any ruler with their capital inside a certain region? The closest I could find was 'any_realm_lord', but it's not as well-suited for my purposes.
 
I'm not sure what you mean by "apply a hidden tooltip message" but you can scope to any ruler with their capital in a particular region using

Code:
any_ruler = {
    limit = {
        capital_scope = {
            region = <whatever region>
        }
    }
    # Do whatever you want here
}
 
Is there any way that country capitals can build city buildings too?

Do you want to be able to build city buildings in all castles, or just castles that are the capital of their county? In the former case, just copy all the buildings from the city block into either the castle block or into a castle block in a new file. In the latter, you might be able to do it by creative use of the build conditions.
 
Do you want to be able to build city buildings in all castles, or just castles that are the capital of their county? In the former case, just copy all the buildings from the city block into either the castle block or into a castle block in a new file. In the latter, you might be able to do it by creative use of the build conditions.
Only in the capital of the county, its possible?
 
How do I make an event happening somewhere create a notification for other characters? I thought I knew how, but was wrong.

How to I make it so there is a minimum of time between two events firing? The first event sets up a global flag which the second event requires. I don't think it's possible to make that flag temporary.
 
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How do I make an event happening somewhere create a notification for other characters? I thought I knew how, but was wrong.
Major = yes will make an event appear for everyone in the game.

How to I make it so there is a minimum of time between two events firing? The first event sets up a global flag which the second event requires. I don't think it's possible to make that flag temporary.
You can fire a delayed event x number of days later by using days = whatever in the call. So have your global flag applied on the delayed event.

Sysntax might not be 100% as working off memory but you get the just.
E.g. character_event = { id = myevent.1 days = 100}
 
Major = yes will make an event appear for everyone in the game.

No, I want the event to fire for only one character and for certain other rulers to get a notification that it happened.

You can fire a delayed event x number of days later by using days = whatever in the call. So have your global flag applied on the delayed event.

Sysntax might not be 100% as working off memory but you get the just.
E.g. character_event = { id = myevent.1 days = 100}

Actually, the second event should fire at a random time. Just not within ten years after the first.
 
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Actually, the second event should fire at a random time. Just not within ten years after the first.

Set a flag in your first event, then use a had_<thingy>_flag condition in the trigger of your second event. You can then have your second event fire randomly through an on_yearly_pulse or by setting a mean time to happen, but that condition in your trigger will prevent the event from firing until a specified number of days have elapsed since the first event.
 
Actually, the second event should fire at a random time. Just not within ten years after the first.
Have the first event call a 3rd event 10 years later that sets the flag. Then have the 2nd event fire randomly if the flag is active.

No, I want the event to fire for only one character and for certain other rulers to get a notification that it happened.

I think having the event call another event for the rulers you want to notify would work.
 
When using the 'on_startup' on_action, is there any way to scope to the Ruler Designed Player character prior to the game starts?
For what I'm doing, I (ideally) need to grab the Player before the first turn, but it seems that 'ai = no' during the on_startup scopes to the historical ruler I'm replacing, not the actual character I am playing as.
 
When using the 'on_startup' on_action, is there any way to scope to the Ruler Designed Player character prior to the game starts?
For what I'm doing, I (ideally) need to grab the Player before the first turn, but it seems that 'ai = no' during the on_startup scopes to the historical ruler I'm replacing, not the actual character I am playing as.
This is a known bug with on_startup + Ruler Designer. I haven't seen any way around it. :/
 
When using the 'on_startup' on_action, is there any way to scope to the Ruler Designed Player character prior to the game starts?
For what I'm doing, I (ideally) need to grab the Player before the first turn, but it seems that 'ai = no' during the on_startup scopes to the historical ruler I'm replacing, not the actual character I am playing as.
This is a known bug with on_startup + Ruler Designer. I haven't seen any way around it. :/
From the wiki

on_startup

Fires on game load (game start and loading from saves) for ALL characters (not only the player). BUG (as of version 3.2.1): at the start of the new game, it does not fire for courtiers that are not defined in the history files. It will fire for these character upon loading a save.

Note: not called for ruler designed characters. Also see on_chronicle_start.

on_chronicle_start

Fires for the player character, when the game starts (but not when loading from saves). Also works when Charlemagne DLC is not active.

Note: for ruler designed characters, fires twice (for the historical character and player ruler designed character).
 
Have the first event call a 3rd event 10 years later that sets the flag. Then have the 2nd event fire randomly if the flag is active.

Not sure how you could call an event 10 year later, but I did just realize that you could specify days after an event in the trigger, so it would be:
Code:
had_global_flag = { flag = hebrew_revived days = 3650 }
That works, right?

I think having the event call another event for the rulers you want to notify would work.

How, um, does one event call another? The only examples I can see use hidden_tooltip, like so:
Code:
    option = {
        name = "EVTOPTA55005"
        any_vassal = {
            limit = {
                OR = {
                    culture = saxon
                    culture = norman
                }
            }
            score_value = { #Prioritizes selecting an interesting courtier...
                value = 10
                interesting_courtier_selection_score = yes
            }
            culture = english
            hidden_tooltip = {
                character_event = { id = 55006 days = 3 }
            }
        }
    }
}

And here's what I'm trying to do:
Code:
    option = {
        name = "EVTOPTA_HEB_55012"
        culture = hebrew
        random_demesne_province = {
            limit = {
                region = custom_israel
                religion_group = jewish_group
                OR = {
                    culture = ashkenazi
                    culture = sephardi
                    culture = mizrahi
                    culture = kalimi
                }
            }
            culture = hebrew
        }
        any_ruler = {
            limit = {
                religion_group = jewish_group
                capital_scope = {
                    region = custom_israel
                }
            }
            hidden_tooltip = {
                character_event = { id = HEB.55022 days = 3 }
            }
        }
    }
}

It isn't having any effect. HEB.55022 isn't firing for anyone else.