Hardcoded.Is there a way of linking the probability of revolts after primogentiture succession (or whatever) to the new ruler's age, traits or stats?
The closest would be using a bunch of opinion modifiers, or scripting revolts.
Hardcoded.Is there a way of linking the probability of revolts after primogentiture succession (or whatever) to the new ruler's age, traits or stats?
The first means no inter-vassal wars (except rebellions)Ahh awesome thanks... I also assume it is these lines that deal with the Vassals going to war correct?
Code:set_the_kings_peace = no set_the_kings_full_peace = no
Yes to the first, no to the second.In vanilla, does de jure drift work for Titular titles? Can titular titles become de jure?
Also, I want Kingdom of Franks to be the de jure title, but have it become Kingdom of France at a specific date. Is it possible to change name by event/decision?
k_franks = {
any_de_jure_vassal_title = {
set_de_jure_liege = k_france
}
}
You can change the name in localisation. It is probably in text1.csv. Open it up with Notepad++ or similar, or a spreadsheet program, then search for Norfolk. Just replace Norfolk with Suffolk.Hello to my fellow rulers
Ive played around with the game files and had some fun but what i would really like to do is change the duchy of Norfolk to the duchy of Suffolk with Ipswich as the capital, i have tried and failed to do it myself. So could anyone help me out?
Make this line:This is the part of the file
i tried and it messed up bit time, good job on the back up lol if i replace the norfolk line with suffolk what do i do with the suffolk line, can you edit my "quote" to how it should look (and if you want do the landed_titles bit too lol) please?
They work, yes.Guys, do the modifiers
work in your games?
fall_of_rome = {
name = CB_NAME_FALL_OF_ROME
war_name = WAR_NAME_FALL_OF_ROME
sprite = 12
truce_days = 3650
is_permanent = yes
is_independence = yes #I copied the base of this from the independence CB and modified things where I thought necessary
can_use = {
ROOT = {
de_facto_liege = FROM
NOT = {
has_landed_title = k_italy
}
}
FROM = {
has_landed_title = e_wre #Target must be Western Roman Emperor
NOT = {
any_realm_lord = { has_landed_title = k_italy } #no Kingdom of Italy exists
}
}
}
is_valid = { #I don't quite understand this
ROOT = {
OR = {
liege = {
character = PREV # either independent
}
liege = {
FROM = {
is_liege_or_above = PREV # or have shared liege
}
}
}
}
FROM = {
higher_tier_than = ROOT
}
}
on_success = {
ROOT = {
prestige = 100
any_demesne_title = { # Should I remove this bit?
limit = {
tier = ROOT
}
add_pressed_claim = FROM
}
set_defacto_liege = ROOT
k_italy = {
usurp_title_plus_barony_if_unlanded = ROOT # victor becomes King of Italy
}
}
e_wre = {
any_de_jure_vassal_title = {
set_de_jure_liege = k_italy # all vassals of the WRE are passed on to the new Kingdom of Italy
}
}
any_attacker = {
participation_scaled_prestige = 100
}
}
on_success_title = {
hidden_tooltip = {
FROM = {
limit = {
higher_tier_than = KING
}
destroy_landed_title = yes # destroy the title e_wre and any kingly titles the Emperor may have collected
}
}
}
on_fail = {
ROOT = {
prestige = -50
}
any_attacker = {
participation_scaled_prestige = -50
}
}
on_reverse_demand = {
ROOT = {
prestige = -100
prisoner = FROM
}
any_attacker = {
participation_scaled_prestige = -100
}
FROM = {
prestige = 50
}
}
attacker_ai_victory_worth = {
factor = -1 # always accept
}
attacker_ai_defeat_worth = {
factor = 100
}
defender_ai_victory_worth = {
factor = -1 # always accept
}
defender_ai_defeat_worth = {
factor = 100
}
}
But I've got e_wre defined in landed_titles.txt, and "destroy_landed_title = yes" is used in the vanilla invasion CB that the Mongols use. I ran the Validator too, but those parts should be okay.Code:Validation Error Log ---------------------------------------------------------- At <mod>\common\cb_types.txt [fall_of_rome\on_success] (Line 4021, Column 2): Invalid node "e_wre" in scope CbNormalCommand (value is: <a complex type>) At <mod>\common\cb_types.txt [fall_of_rome\on_success_title\hidden_tooltip\FROM] (Line 4050, Column 4): Invalid node "destroy_landed_title" in scope CharCommand (value is: yes) At <mod>\common\cb_types.txt [fall_of_rome\can_use\FROM\has_landed_title] (Line 3996, Column 4): "e_wre" is not a valid AnyTitle, ThisTitle, or No. ---------------------------------------------------------- End of Validation Error Log
Using the validator. Sadly I am no better at this stuff but at least this might give you a general idea of what exactly is wrong with it.
A building will disappear if its potential conditions are no longer true. However, trigger conditions can become false after its construction without anything happening to the building.Its probably best to make a copy of it, so k_name AND e_name in case things link into it elsewhere. But basically all you need to do is change the k to an e.
Probably if it has a de jure liege move it out of its brackets if raising or into one if lowering it. And there flags, history and localisation and everything else would need changed or cloned too.
And a question, how do conditions on buildings work?
If you have a building that requires trait=X to build it, does that make it like the cultural buildings which disappear as long as the owner no longer has the trait?
i.e. could you make a cathedral that requires the lord to have Zealous and Charitable traits to be allowed to build it. But once built it would stay around forever no matter the traits of the current lord?
or would it magically vanish as soon as the conditions were no longer met as the Culture buildings do?
Also does anyone know what sort of limits the game has in what letters you can use? In terms of archaics, diacritics, ligatures and that type of thing?
A province will be a wasteland (like the Sahara) as long as it doesn't have a history file.Can the game engine support more than one Terra Incognito? I suppose it can just because there is one in Russia and another in the Sahara and yet another in the Arabian peninsula but how do I go about achieving this in a mod where I am making a new map as the map tutorial says you only need one province for Terra Incognito and there are three all named separately?
Couldn't you just add in specific characters for all the baronies? If the Irish-Levantine character's only supposed to rule a county or two at the start of the game, it shouldn't be too hard to come up with, what, six or so generic Irish nobles to fill all the baronies, right?The problem with that is if I make an Irish character who I intend to flip to Levantine, for example, then all of his randomly generated barons are going to be Irish too.
Means it on average takes 3000 months. It could potentially happen in 1, or in 10k.Sweet. Seems to include everything I want. Does the 3000 months mean the event may happen randomly within 3000 months of character being Christian and Possessed??
You can specify specific buildings for specific provinces in the province history files. Look at the province at Byzantium for example to see how this is done.How do you modify which buildings are built at x point in history in a province?
Title history files.Ah thank you. I noticed in the history files you can add slots for castles and enable new castles, but how do you determine who owns them?
defines.luaDon't suppose you know this guy's answer?
holder_scope = { ai = no }Anyone know of a way to make an AI only or player only building? Rather than culture or religion specific.
num_of_realm_counties would be the closest.Is there a trigger that counts the number of holdings controled by both the character and his vassals?