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While reworking the lower Balkans I decided to mod in the rest of the ERE succesor states as unformed de jure(I already added thoes from anatolia in an older version of SWMH),
the thing is that I would like to put some propper creation protection on thoes titles so:

1 the emperor can't form them(I think I have worked out how to do this one)
2. that the states can't be formed while haveing the ERE as liege(this is the one I can't work out)

any one got an idea of how to get it to work?

Code:
		allow = {
			FROM = {
				culture = german
				religion_group = christian
				OR = {
					AND = {
						has_landed_title = k_germany
						num_of_king_titles = 3
					}
					AND = {
						has_landed_title = k_austria
						OR = {
							has_landed_title = k_netherlands
							has_landed_title = k_frisia
							has_landed_title = k_switzerland
						}
						has_landed_title = k_saxony
						has_landed_title = k_bavaria
						OR = {
							has_landed_title = k_bohemia
							has_landed_title = k_wurtemburg
							has_landed_title = k_prussia
						}
						has_landed_title = k_lotharingia
					}
				}
			}
		}
(from my entry for e_hre)
For example. Need to put that at the end of the empire's entry in the landed_titles file though, or alternatively make a decision with all the conditions you want, and add allow = { always = no } into landed titles.

I think for the liege title it's something like;

Code:
			NOT = { liege = { has_landed_title = e_byzantium } }

Nope, think the above is wrong. Let's try
Code:
NOT = { vassal_of = e_byzantium }
 
Last edited:
Korbah, you've added the kingdom of Wirtemberg? Interesting. Is that a titular kingdom or have you divided Germany into small de jure realms?
 
Korbah, you've added the kingdom of Wirtemberg? Interesting. Is that a titular kingdom or have you divided Germany into small de jure realms?

Titular, I've added most of the Kingdoms that formed in germany from 1000-1547 (my end date, even have a simple event chain to represent the discovery of america, gives prestige and a tax income modifier) and some of the ones I like the sound of lol, *edit* actually I think most of them come long after 1547, but I felt like chucking in more kingdom titles, mostly titular, I also just realised that the entry is missing the line that Aasmul actually wants lol, so I'm going to edit my earlier post.
 
The kingdom of Wirtemberg actually dates to the early 19th century. If you want a handful of smaller kingdoms you could use the names and/or borders of the old stem duchies (which is what I've done, but I've made them duchies within the kingdom of Germany) -- of course some people have a different setup; for example I believe Meneth has the vanilla kingdom of Germany divided between Germany, Saxony and Bavaria. Personally I don't like that setup but it's quite balanced and I can see why (from a title-hogging point of view) it would be considered a good layout.

Wirtemberg isn't an accurate name (I don't know what your borders for it are, presumably roughly equivalent to Swabia's) but you don't have to be accurate of course. Anyway just some feedback for you -- none of my business I know. :D
 
Code:
		allow = {
			FROM = {
				culture = german
				religion_group = christian
				OR = {
					AND = {
						has_landed_title = k_germany
						num_of_king_titles = 3
					}
					AND = {
						has_landed_title = k_austria
						OR = {
							has_landed_title = k_netherlands
							has_landed_title = k_frisia
							has_landed_title = k_switzerland
						}
						has_landed_title = k_saxony
						has_landed_title = k_bavaria
						OR = {
							has_landed_title = k_bohemia
							has_landed_title = k_wurtemburg
							has_landed_title = k_prussia
						}
						has_landed_title = k_lotharingia
					}
				}
			}
		}
(from my entry for e_hre)
For example. Need to put that at the end of the empire's entry in the landed_titles file though, or alternatively make a decision with all the conditions you want, and add allow = { always = no } into landed titles.

I think for the liege title it's something like;

Code:
			NOT = { liege = { has_landed_title = e_byzantium } }

Nope, think the above is wrong. Let's try
Code:
NOT = { vassal_of = e_byzantium }

Thanks, I hope it does the trick, have been banging my head into a wall on trying to work out this one.
 
The kingdom of Wirtemberg actually dates to the early 19th century. If you want a handful of smaller kingdoms you could use the names and/or borders of the old stem duchies (which is what I've done, but I've made them duchies within the kingdom of Germany) -- of course some people have a different setup; for example I believe Meneth has the vanilla kingdom of Germany divided between Germany, Saxony and Bavaria. Personally I don't like that setup but it's quite balanced and I can see why (from a title-hogging point of view) it would be considered a good layout.

Wirtemberg isn't an accurate name (I don't know what your borders for it are, presumably roughly equivalent to Swabia's) but you don't have to be accurate of course. Anyway just some feedback for you -- none of my business I know. :D

Königreich Württemberg is the german name of the Kingdom (Kingdom of Württemberg in english, but as far as I know using umlauts in tags will break them), the predecessor to the Kingdom was the Herzogtum Württemberg, or Duchy of..., then before that the Grafschaft Wirtemberg, County of Wirtemberg, spelling difference I can only assume was due to the evolution of the german language. The Grafshaft though like most of the german electorates and territories didn't have fixed borders like in CK2, but fluctuating ones as people died, inherited, divided etc their realms.
In my personal mod the de jure kingdoms in germany are;
Saxony
Bavaria
Austria
Bohemia
Frisia
the Netherlands
Lotharingia

with the following capable of becoming de jure following a decision (if pre-requisite territories are controlled by the current holder of the HRE);
Prussia (have to hold Prussia/Samagotia/Pomeralia/Pomerania)
Italy (I disabled this right now since I don't know how to do it lol, but theoretically can be fired at the very beginning but it causes the Italian cultured vassals to automatically rebel, and if they win, italy doesn't become de jure HRE, at least that's what I wanted to happen, I can only make them rebel but I don't know how to make it so if the war is lost they don't become de jure).
Switzerland/Swiss Confederacy (same as Prussia, it can be created if a frankish, italian or german holds I can't remember what right now. If it's a feudal lord they can create Switzerland, if it's a Republic or Theocracy they can create the Confederacy, but I've never seen either happen, the AI simply never gets the correct territories, if they do they've usually already created the Kingdom of Burgundy which is mutually exclusive)

Titular wise looking through actually I only have Wuerttemburg, thought I had more but they're mostly italian places.
 
Would you be interested in uploading your personal mod? (If only to PM it to me to have a look at)

I'm always interesting in seeing different peoples' take on landed_titles.txt and I'd love to see what your setup looks like.
 
Would you be interested in uploading your personal mod? (If only to PM it to me to have a look at)

I'm always interesting in seeing different peoples' take on landed_titles.txt and I'd love to see what your setup looks like.

At some point sure, it's a complete mess right now and CTDs after awhile (old version of PatT is included, seems to be the issue), I'm planning on porting over the important stuff to the Balansegang as a base, after that's done I'll send you a link. Might be awhile though with my work on the elder scrolls mod.
 
hey, kind of a newb here so please go easy if this isn't the right place...

I don't mind coding it myself, though I'm hoping it's already been done in some fashion and maybe I just haven't looked hard enough. If it hasn't been done, hopefully it's possible.

Here's the gameplan:

Goal - Using the "cheat console", I'd like to fire a custom event that will (using the char_id) give a Lowborn courtier either a dynasty.

Here are the options I'd like to give:

A) a random dynasty - random regional surname, random crest
B) a custom, new, dynasty (preferable) - custom surname (ie. "Enter Surname"), random crest

Rationale:

I typically enjoy playing God, via "observe" and handing out titles to Barons...just to see how far they can take their dynasty (with limited divine intervention ;))

I'd like to see a Lowborn, elected Mayor for instance, go on to do great things. Under the standard build it's just not possible for a Lowborn Mayor to really acheive any lasting legacy. Best case scenario, the AI marries him into an existing dynasty...but that itself appears rare.

Like I said, I'd prefer option B just so I can create a myriad of names that the game doesn't provide "at will"...though I know it's unlikely as the dynasties are seemingly saved independently of the characters. I'm just hoping (without having dug into too much of the code) that someone else has gotten this wild hair and has already attempted this or can offer suggestions.

In a perfect world, I'm hoping to just create a .txt file and create something that could be launched via: "Console: Event <customevent-id> <char-id>". Then it would throw up a window > I enter the surname > Lowborn becomes "Jack of Derp" of the "Derp Dynasty". Adversely, I'd be ok with "Console: Event <customevent-id> <char-id>" > Lowborn becomes "Jack of _______" and now part of a random dynasty (as if he had instead been created a Noble at "birth")

Does any of this sound possible or make sense? Hope I didn't fall victim to TLDNR posters...
 
So... is there any way to insure an event fires more frequently? Trying to test an event I wrote, and everything looks like it should work, but after several test runs I can't get the bloody thing to fire, so I don't know if I've done something wrong or if I'm just having awful luck with it right now.
 
hey, kind of a newb here so please go easy if this isn't the right place...

I don't mind coding it myself, though I'm hoping it's already been done in some fashion and maybe I just haven't looked hard enough. If it hasn't been done, hopefully it's possible.

Here's the gameplan:

Goal - Using the "cheat console", I'd like to fire a custom event that will (using the char_id) give a Lowborn courtier either a dynasty.

Here are the options I'd like to give:

A) a random dynasty - random regional surname, random crest
B) a custom, new, dynasty (preferable) - custom surname (ie. "Enter Surname"), random crest

Rationale:

I typically enjoy playing God, via "observe" and handing out titles to Barons...just to see how far they can take their dynasty (with limited divine intervention ;))

I'd like to see a Lowborn, elected Mayor for instance, go on to do great things. Under the standard build it's just not possible for a Lowborn Mayor to really acheive any lasting legacy. Best case scenario, the AI marries him into an existing dynasty...but that itself appears rare.

Like I said, I'd prefer option B just so I can create a myriad of names that the game doesn't provide "at will"...though I know it's unlikely as the dynasties are seemingly saved independently of the characters. I'm just hoping (without having dug into too much of the code) that someone else has gotten this wild hair and has already attempted this or can offer suggestions.

In a perfect world, I'm hoping to just create a .txt file and create something that could be launched via: "Console: Event <customevent-id> <char-id>". Then it would throw up a window > I enter the surname > Lowborn becomes "Jack of Derp" of the "Derp Dynasty". Adversely, I'd be ok with "Console: Event <customevent-id> <char-id>" > Lowborn becomes "Jack of _______" and now part of a random dynasty (as if he had instead been created a Noble at "birth")

Does any of this sound possible or make sense? Hope I didn't fall victim to TLDNR posters...

As far as I know creating a dynasty on the fly isn't possible, the AI does this in a vague way by taking the name of a location (a barony or county) and then giving it to randomly generated characters in that county/duchy/kingdom, but the only way to do that for us as far as I know is to randomly generate a character like via the employment decisions, but you have no control over what the dynasty will be unless you already have a dynasty in mind (in which case you can force a character to appear with that dynasty, but it's one you must have already entered into dynasties.txt before the game launches). All dynasties are given a random crest unless you have added a specific custom dynasty, or specific code to the dynasties.txt file.
Also, adding new commands to the console simply isn't possible (as far as I know, it's all contained in the executable and is hardcoded).


To sum up: What you want exactly isn't possible, however you can write an event or decision that will give you a custom character with your custom dynasty;
Code:
		effect = {
			create_character = {
				random_traits = yes
				dynasty = [COLOR="#FFFF00"]#ID[/COLOR]
				age = 20
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
(hasty partial retype of an existing decision of mine, not guaranteed to be 100% correct but it should work none-the-less)
 
Gave any one a solution?

Try using "dynasty = 999111222333"
It's a non-existant dynasty, and in all other cases the game defaults to "Lowborn" when it can't find the dynasty ID.

dynasty = 0 as Meneth said will probably work too :ninja:
 
No that doesn't work... The characters became the same dyntasie like the character I play. So... now I have Salian jews :eek:

Hm... Also if I don't define a dynastie...


Code:
			create_random_priest = {
				random_traits = yes
				religion = judisch
				culture = aschkenasen
				female = no
			}
 
i ahve a question. i recently helped my niece in her war for france. her capital is still in sardinia though, but as i was 2 days late to helo the stupid AI move its capital to a snesible plcae, half the relam is on the brink of revolt due to distance. i want to edit my savegame so her capital is in paris(which she owns) but have no idea how to do that. help would be very appriciated.