I don't think you can have more than one period. I don't see why you'd need it though, when you're using a namespaceWhat are the requirements for event IDs? Can I name my event like duinnin.100.000.000? Or duinnin.100000000??
I don't think you can have more than one period. I don't see why you'd need it though, when you're using a namespaceWhat are the requirements for event IDs? Can I name my event like duinnin.100.000.000? Or duinnin.100000000??
No Germany, just Saxe and Bayern.for example I believe Meneth has the vanilla kingdom of Germany divided between Germany, Saxony and Bavaria
Define his dynasty as "dynasty = 0". I think that should work.Gave any one a solution?
That wouldn't make him lowborn though, no?It's dynasty = random
Have you added the localisations for k_algarve? You'll need both a k_algarve entry and a k_algarve_adj entry.I want to mod the kingdom of Algarve into the game, so I put this code under titular kingdoms:
But in game instead of Kingdom of Algarve it says create Kingdom of k_algarve. How do I fix this? Thank you.
You need to do it like this:Copied "localisation" folder into mod folder.
Edited .mod to allow access to that folder.
Made new Excel file of the same type as the files already there.
Underneath, I typed this:
#CODE;ENGLISH
magical;Magical
magical_desc;This character was born with innate magical ability.
wizard;Wizard
etc.,etc.
In game, the traits I modified did not change correctly.
They still gave me:
magical
magical_desc
father_even_if_dead is valid, so it'd be strange if mother_* wasn't.I don't think mother_even_if_dead is a valid trigger. Have you used it successfully before?
The problem is probably that dependencies line, and the archive line. Only use archive if you're actually using one; it and path is to my knowledge mutually exclusive.This is my .mod file. I don't see where I could have messed up.
name = "Outremer"
path = "mod/Outremer"
archive = "mod/Outremer.zip"
replace_path = "mod/Outremer/map"
user_dir = "Outremer"
dependencies =
EDIT - I tried making the replace path "map" without the rest of the line and it still didn't work.
Both can be changed in landed_titles.txt. You can move counties (c_name) to another duchy (d_name) just by cutting and pasting.How do you change what provinces are in what duchies?
Also is it possible to add de jure empires to the game map like the HRE and ERE are now without them holding any land so they can be formable by a nation like many kingdoms are now?
Common folder. Yes.Where is landed_titles located? Also just so I'm clear this would allow me to say create a de jure British Empire that occupies Scotland, Wales, England, and Ireland?
That does make them unformable if either county is owned by a vassal though.-for 2 provinces duchies you can add these conditions of creation (before last closing "}" for said duchy) to make them only creatable only if the 2 de jure duchies are under control.
Code:allow = { AND = { has_landed_title = c_tagofcounty1 has_landed_title = c_tagofcounty2 } }
-on main forum there are two dev diaries "sword of Islam" (empires commes with the free patch stuff)
Pretty sure everything related to units are from holding-scope, as armies are split by holdings.On what scope are modifers from buildings applied?
Things like troop numbers or tax are obviously applied to the specific holding, while others like tech speed are usually province scope.
But what about modifiers like "land_morale", "archers_offensive" or "siege_speed"?
That works, but it will also allow construction in any demesne province once the requirement is build somewhere...has_building works in title scope. So you'd want something like any_province_title = { has_building = <buildingname> }, except I don't remember what any_province_title should be. I'll tell you in a few hours if you don't happen to know it.
Good Sir, I have just applied the "opinion_grateful" modifier to our account relationship.Hmm I see, that sounds hard. Longshot, maybe you can try not_if_x_exists? It works in Sengoku, so who knows.
I am making a decision (which leads into a triggered event) that allows one kingdom title to become another. I have the hand-off working just fine, but does anyone have an idea how I would pass the de Jure land to the new title (as in the de Jure claims, not transferring vassals or anything like that)? (We are going from king tier to king tier)
k_oldtitle = {
any_de_jure_vassal_title = {
de_jure_liege = k_newtitle
}
destroy_landed_title = yes
}
is_title_active = k_italyHow would I check if a title exists in this context:
Code:k_tuscany = { color = { 237 28 36 } capital = 328 # Firenze culture = italian allow = { is_independant = yes NOT = { [B][U]k_italy = exists[/U][/B] #like this? } culture = italian religion_group = christian } } }
You could try something like this.How do I change the decisions for hiring a courtier, holy man and debutante to have them generated from any culture within my realm? Currently they are always the same culture as my ruler, but say I'm Castille controlling all of Iberia, I want the chance those new courtiers can be Basque, Andalusian, Catalan, etc as well as Castillian. Often rulers had advisers from other cultures.
employ_priest = {
potential = {
}
allow = {
piety = 5
}
effect = {
piety = -5
random_realm_province = {
ROOT = {
create_random_priest = {
random_traits = yes
dynasty = random
female = no
culture = PREVPREV
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
As we scope back to ROOT, that's your court.Is this part creating the courtier in a random court too? Or will the person be in my court? And what is PREVPREV?? Never seen before!