Another thing is that the Audax validator is telling me I need to put an = somewhere,I put it where it told me.
It now says that it must be a literal...what is a literal?
It now says that it must be a literal...what is a literal?
Tried that but to no avail.
PROV150;Marsan;Marsan;Marsan;;Marsan;;;;;;;;;x
PROV151;Dax;Dax;Dax;;Dax;;;;;;;;;x
PROV342;Girgenti;Girgenti;Girgenti;;Agrigento;;;;;;;;;x
The key is in /localisation/text1.csv: for the elusive Gascon counties (150-Albret; 151-Labourd):
Code:PROV150;Marsan;Marsan;Marsan;;Marsan;;;;;;;;;x PROV151;Dax;Dax;Dax;;Dax;;;;;;;;;x
Girgenti was Agrigento but renamed apparently, so the localisation was commented out in text1 and moved to text3:
Code:PROV342;Girgenti;Girgenti;Girgenti;;Agrigento;;;;;;;;;x
I can tell you from experience that it is hard to rename counties, so I sort of understand why the localisation is like this.
tribal_raid = {
name = CB_NAME_TRAID
war_name = WAR_NAME_TRAID
sprite = 12
truce_days = 183
can_ask_to_join_war = no
can_call_allies = no
can_use = {
ROOT = {
OR = {
AND = {
has_landed_title = e_il-khanate
NOT = { religion_group = christian }
}
AND = {
has_landed_title = e_golden_horde
NOT = { religion_group = christian }
}
AND = {
has_landed_title = e_timurids
NOT = { religion_group = christian }
}
religion_group = pagan_group
}
}
}
on_success = {
ROOT = {
prestige = 100
piety = 15
}
FROM = {
transfer_scaled_wealth = {
to = ROOT
value = 5.0
}
prestige = -50
piety = -15
}
}
on_fail = {
ROOT = {
prestige = -50
piety = -15
}
FROM = {
prestige = 25
}
any_defender = {
participation_scaled_prestige = 50
}
}
on_reverse_demand = {
ROOT = {
prestige = -50
piety = -15
transfer_scaled_wealth = {
to = FROM
value = 3.0
}
}
FROM = {
prestige = 50
piety = 15
}
}
attacker_ai_victory_worth = {
factor = -1
}
attacker_ai_defeat_worth = {
factor = 100
}
defender_ai_victory_worth = {
factor = -1 # always accept
}
defender_ai_defeat_worth = {
factor = 100
}
}
Question of my own .... (again lol)
is it possible to make events that fire for the player but are totally hidden from view? so you never actually see the event box pop up.
What the hell is that? It looks like you've had a panic attack whilst trying to sketch the Eastern seaboard. :rofl:So is the actual terrain of the map controlled entirely by colormap.dds? I just made this and patchworking together a bunch of satellite maps is going to be a huge pain in the ass.
AFAIK, it`s not possible. But you can make some sort of maintenance event that fires for unplayable character (like Pope) and sets modifiers for all provinces.I would like to ask apg's question again if I could. I have a fair amount of events that pop up, one for each province in your demesne, and it gets annoying having to click 'ok' a half dozen times or whatnot. Is it possible to set priority for certain events not to pop up in the main screen if they are redundant to the effect of:
"congratulations! Rouen now produces naval goods!"
Followed by an event that says:
"congratulations! Eu now produces wool!"
and then
"congratulations! Mortain now produces naval goods!"
any_ruler = {
any_demesne_province = {
#whatever conditions and effects you want
}
}
AFAIK, it`s not possible. But you can make some sort of maintenance event that fires for unplayable character (like Pope) and sets modifiers for all provinces.
For example,
Code:any_ruler = { any_demesne_province = { #whatever conditions and effects you want } }
Can anyone see anything wrong with this CB? Doesn't seem to be usableCode:tribal_raid = { name = CB_NAME_TRAID war_name = WAR_NAME_TRAID sprite = 12 truce_days = 183 can_ask_to_join_war = no can_call_allies = no can_use = { ROOT = { OR = { AND = { has_landed_title = e_il-khanate NOT = { religion_group = christian } } AND = { has_landed_title = e_golden_horde NOT = { religion_group = christian } } AND = { has_landed_title = e_timurids NOT = { religion_group = christian } } religion_group = pagan_group } } } on_success = { ROOT = { prestige = 100 piety = 15 } FROM = { transfer_scaled_wealth = { to = ROOT value = 5.0 } prestige = -50 piety = -15 } } on_fail = { ROOT = { prestige = -50 piety = -15 } FROM = { prestige = 25 } any_defender = { participation_scaled_prestige = 50 } } on_reverse_demand = { ROOT = { prestige = -50 piety = -15 transfer_scaled_wealth = { to = FROM value = 3.0 } } FROM = { prestige = 50 piety = 15 } } attacker_ai_victory_worth = { factor = -1 } attacker_ai_defeat_worth = { factor = 100 } defender_ai_victory_worth = { factor = -1 # always accept } defender_ai_defeat_worth = { factor = 100 } }
![]()
Hm. I had a look at vanilla cb_types.txt. It seems all CBs have "is_valid = {" or "a_valid_title = {" section. There is no such section in your example.Nobody?
Problem:
I would like to make it so that Duchy and Kingdom titles cannot be created by a King or Emperor, respectively, unless he/she is: a) de jure liege of the title, or b) has at least one of the de jure counties within his personal demesne. In other words, if a King has vassals that own land enough to create duchy that is not de jure part of his kingdom, he cannot create it, unless he owns personally one of its counties in his demesne
I am experienced in modding EU3, and am teaching my own way around CK2's files.
# Creation/usurpation trigger
allow = {
religion_group = christian
#any_demesne_province = { de_jure_liege = k_italy }
#any_demesne_province = { title = { k_italy = { de_jure_liege = yes } } }
#any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREVPREV } } }
#any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREV } } }
#any_demesne_province = { title = { k_italy = { de_jure_liege = PREV } } }
#title = { k_italy = { de_jure_liege = { ROOT = { any_demesne_province } } } }
#title = { k_italy = { de_jure_liege = { any_demesne_province = ROOT } } }
#k_italy = { de_jure_liege = { any_demesne_province = ROOT } }
#ROOT = { any_demesne_province = { de_jure_liege = { title = k_italy } }
#ROOT = { any_demesne_province = { de_jure_liege = FROM }
#ROOT = { any_demesne_province = { de_jure_liege = THIS }
#k_italy = { de_jure_liege = { any_demesne_province } }
#k_italy = { de_jure_liege = { any_demesne_province = FROM } }
#k_italy = { de_jure_liege = { any_demesne_province = THIS } }
#title = { k_italy = { de_jure_liege = { any_demesne_province } } }
#title = { k_italy = { de_jure_liege = { any_demesne_province = FROM } } }
#title = { k_italy = { de_jure_liege = { any_demesne_province = THIS } } }
}
Hm, could be it, but I based it off of Meneth's tribal raid code, which is based off of the tribal_invasion CB from vanilla (which doesn't have a is_valid_title section).
Ok, so I've been getting nowhere in my efforts to achieve my rule b in limiting: "b) has at least one of the de jure counties within his personal demesne."
The fact that I can't find much information on scopes and triggers and what exactly they do (I've looked in the CK2 modding faq, but all I've found is an incomplete list of them, and no description of what exactly they are) doesn't help.
I've tried all of the following lines, to no avail (without # obviously, I keep them there to know what hasn't worked)
Code:# Creation/usurpation trigger allow = { religion_group = christian #any_demesne_province = { de_jure_liege = k_italy } #any_demesne_province = { title = { k_italy = { de_jure_liege = yes } } } #any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREVPREV } } } #any_demesne_province = { title = { k_italy = { de_jure_liege = PREVPREV } } } #any_demesne_province = { title = { k_italy = { de_jure_liege = PREV } } } #title = { k_italy = { de_jure_liege = { ROOT = { any_demesne_province } } } } #title = { k_italy = { de_jure_liege = { any_demesne_province = ROOT } } } #k_italy = { de_jure_liege = { any_demesne_province = ROOT } } #ROOT = { any_demesne_province = { de_jure_liege = { title = k_italy } } #ROOT = { any_demesne_province = { de_jure_liege = FROM } #ROOT = { any_demesne_province = { de_jure_liege = THIS } #k_italy = { de_jure_liege = { any_demesne_province } } #k_italy = { de_jure_liege = { any_demesne_province = FROM } } #k_italy = { de_jure_liege = { any_demesne_province = THIS } } #title = { k_italy = { de_jure_liege = { any_demesne_province } } } #title = { k_italy = { de_jure_liege = { any_demesne_province = FROM } } } #title = { k_italy = { de_jure_liege = { any_demesne_province = THIS } } } }
Any help would be greatly appreciated. Specifically what ROOT, FROM, and THIS would refer to in this context.
If anyone knows of a repository of scopes/triggers/effects for CK2, that would help greatly as well.
Thanks much.
any_demesne_province = { limit = { OR = { province_id = 235 #Lombardia province_id = X [add every province ID this way that you want] } } }
k_sardinia = {
color={ 170 200 170 }
capital = 326 # Cagliari
culture = italian
allow = {
culture = italian
religion = catholic
NOT = {
has_landed_title = k_italy
has_landed_title = k_lucca
has_landed_title = k_marino
has_landed_title = k_venice
has_landed_title = k_tuscany
has_landed_title = k_genoa
has_landed_title = e_hre
}
}
}