job_chancellor = {
is_chancellor = yes
attribute = diplomacy
dignity = 0.33
opinion_effect = 15
monthly_salary = 0.1
monthly_prestige = 0.01
allow = {
# NOT = { liege = { spouse = { character = FROM } } }
OR = {
is_female = no
AND = {
liege = { has_law = true_cognatic_succession }
OR = {
liege = { dynasty = FROM }
liege = { mother = { character = FROM } }
liege = { spouse = { character = FROM } }
}
}
}
age = 16
prisoner = no
NOT = { trait = incapable }
}
gain_effect = {
if = {
limit = {
has_opinion_modifier = {
who = FROM
modifier = opinion_fired_from_council
}
}
remove_opinion = { who = FROM modifier = opinion_fired_from_council }
opinion = { who = FROM modifier = opinion_job_security_concerns }
}
}
lose_effect = {
opinion = { who = FROM modifier = opinion_fired_from_council }
}
action = action_improve_relations
action = action_fabricate_claims
action = action_sow_dissent
lift_fow = yes
}
liege = { has_law = true_cognatic_succession }
Do you have this law? If not, that's the problem.
As to avoiding patching: Boot the game directly from its folder. If you want to be extra safe, copy it to a folder outside Steam first.
Sorry if someone asked this question before but:
Where are the traits id?
In "00_traits.txt", trait are indentified by a word but in the save game file, they seem to be identified by a number.
Is it a place where I can find what is the id number for the traits?
Thank you
1 Amateurish Plotter
2 Flamboyant Schemer
3 Intricate Webweaver
4 Elusive Shadow
5 Naïve Appeaser
6 Underhanded Rogue
7 Chasismatic Negotiator
8 Grey Eminence
9 Indulgent Wastrel
10 Thrifty Clerk
11 Fortune Builder
12 Midas Touched
13 Misguided Warrior
14 Tough Soldier
15 Skilled Tactician
16 Brilliant Strategist
17 Detached Priest
18 Dutiful Cleric
19 Scholarly Theologian
20 Mastermind Theologian
21 Stressed
22 Depressed
23 Lunatic
24 Possessed
25 ill
26 Pneumonia
27 Syphilitic
28 Leper
29 Wounded
30 Maimed
31 Infirm
32 Incapable
33 Drunkard
34 Tuberculosis
35 Typhoid Fever
36 Typhus
37 Bubonic Plague
38 Measels
39 Small Pox
40 Crusader
41 Bastard
42 Twin
43 Legitimized Bastard
44 Pregnant
45 Excommunicated
46 Kinslayer
47 Homosexual
48 Clubfooted
49 Harelip
50 Hunchback
51 Lisp
52 Stutter
53 Attractive
54 Ugly
55 Dwarf
56 Genius
57 Quick
58 Slow
59 Imbicile
60 Inbred
61 Strong
62 Weak
63 Celibate
64 Hedonist
65 Scholar
66 Gardener
67 Mystic
68 Impaler
69 Duelist
70 Hunter
71 Poet
72 Falconer
73 Lustful
74 Chaste
75 Gluttonous
76 Temperate
77 Greedy
78 Charitable
79 Slothful
80 Diligent
81 Envious
82 Kind
83 Wroth
84 Patient
85 Proud
86 Humble
87 Deceitful
88 Honest
89 Craven
90 Brave
91 Shy
92 Gregarious
93 Ambitious
94 Content
95 Arbitrary
96 Just
97 Cynical
98 Zealous
99 Paranoid
100 Trusting
101 Cruel
Sorry if someone asked this question before but:
Where are the traits id?
In "00_traits.txt", trait are indentified by a word but in the save game file, they seem to be identified by a number.
Is it a place where I can find what is the id number for the traits?
Thank you
I can't see any real reason why titular kingdoms couldn't be part of an empire, so I'd recommend you try it and see if it works. Just put it as part of e_byzantium from the beginning and have an event fire to give the holder some land outside Byz.I suppose I should have explained better. I understand it is the duchies that are assimilated into kingdoms, not kingdoms into empire (in fact that's the real issue) I just said to the empire as if the kingdom is de-jure part of an empire the assimilated duchies change the de-jure borders of the empire also.
What I'm essentially getting at is, is it possible for a titular kingdom to be de-jure part of an empire.
As I understand it, yes the duchies would assimilate into the empire (technically) if say the guy holding it all was Despot of Syria (as an example) as they would stop being de-jure mesopotamia and start being de-jure syrian. But it's more likely he'd just click 'create - kingdom of Mesopotamia', stopping assimilation due to holding the de-jure kingdom title anyway, so mesopotamia will always be de-jure persian, not de-jure byzantine even if the game went on for 1000 years.
So if we assume for the sake of argument that it is possible, with the above example, byzantine vassal conquers de-jure mesopotamia, which is de-jure part of Persia. Instead of creating the kingdom of mesopotamia title that is de-jure Persian and blocked via special creation conditions (e.g must be zoroastrian), he gets a titular king title that is de-jure byzantine, thus enabling the imperial borders to fluctuate through the game without just blocking out the other kingdoms and ending up with huge de-jure kingdoms that have assimilated 3/4 others.
I would assume however that titular kingdoms cannot be included in the de-jure make up of an empire given that they are...well... titular.
What do you do when you can't place the source of a CTD?
Btw the CTD occurs when actually starting the game after choosing your character.
Doesn't help much when a patch breaks the mod, though.Other than that... constant testing so that you know when new modifications will break the game.