• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Does CK2 differentiate between ocean and inland sea? I'd love to make deep waters take longer to traverse.


one turnaround can be be to add more sea provinces. more provinces to go through = more time to cross.


where we have now :
_______ _______
|___1___|___2___|

you can try to draw something like this :
___ ___ ___ ___ ___
|_1_|_2_|_3_|_4_|_5_|
 
Damn, I feared as much. The trade_posts in the files are so tantalising. Thanks anyway.

hope they will activate it and open the possibility to add some modded ones.
 
one turnaround can be be to add more sea provinces. more provinces to go through = more time to cross.


where we have now :
_______ _______
|___1___|___2___|

you can try to draw something like this :
___ ___ ___ ___ ___
|_1_|_2_|_3_|_4_|_5_|
That's not how movement works, though. Movement is faster the shorter you have to move, regardless of how many provinces you pass through. Going through 5km one km at a time is equally fast to going through 5km 2.5 km at a time.
The only thing that'd make it a bit slower, is that the province centers would be a bit off-center, making the 5km journey 5.5 or 6km.
 
Okay, so I basically made a small mod that adds the Kingdom of Austria, and the Austrian Empire (both titular) and everything seems to be in order now except for one thing. When I go to the title, and see what I need to create the title, it shows everything that I need just like I set it up to do, but there's something preventing it from displaying it correctly.

Here's a screenshot:

2012-05-17_00002.jpg


Basically, you can see the list of requirements, but for some reason it blanks out 'King' on Austria and Bohemia, so it just shows up as 'Is of "x" '. It may be because the titles aren't created yet, but is there a way to make sure that it displays it? It's sort of an OCD request but I'd like it to feel like it isn't a buggy mod I just slapped together.

Also here is the code for the empire:

Code:
e_austrian_empire = {
	color = { 191 182 182 }
	color2 = { 255 255 255 }
	
	capital = 449 #Österreich
	
	short_name = yes
	
	# Creation/Usurp Trigger
	allow = {
		FROM = {
			religion_group = christian
			}
			
		AND = {
			has_landed_title = k_austria
			}
			
		OR = {		
			has_landed_title = k_bohemia
			has_landed_title = k_hungary
			}
		}		
			
	# Creation Effect
	gain_effect = {
		FROM = { 
		prestige = 1000
		}
	}
}
 
You can only use has_landed_title after the title has been defined. I assume the kingdoms are within e_austrian_empire? If so you can simply stick the allow clause at the end rather than the beginning.
 
I have a quick graphical question here. With regards to the colours of a realm in the strategic map, there is a shader/filter that the game uses that bleaches/desaturates the colours. Any idea where to find this shader/filter? Can I modify it? Can I disable it? I'd like to be able to have bold colours! Somehow a wishy-washy crimson does not do the Lannister's proud.

Thanks in advance.
 
I added 2 new religion icons to religion_icon_strip and religion_icon_strip_small, and changed the noOfFrames in generalstuff.gfx, then assigned the icon number to the religions, but neither icon shows up in game. Only the original icons work, but not the 2 I added. Am I missing something??
 
You can only use has_landed_title after the title has been defined. I assume the kingdoms are within e_austrian_empire? If so you can simply stick the allow clause at the end rather than the beginning.

Hmm, that might be a bit of a problem. Since the empire is titular it has no de jure holdings. Also, Austria is titular. I kind of wanted to get around the issue of removing Bavaria's de jure territory by making Austria titular. With de jure drift, after creating the title, it wouldn't be an issue. It'd eventually become de jure Austrian.

How would I define the title? If it's a complicated process I may need to make a separate thread for this...
 
Hmm, that might be a bit of a problem. Since the empire is titular it has no de jure holdings. Also, Austria is titular. I kind of wanted to get around the issue of removing Bavaria's de jure territory by making Austria titular. With de jure drift, after creating the title, it wouldn't be an issue. It'd eventually become de jure Austrian.

How would I define the title? If it's a complicated process I may need to make a separate thread for this...
Just have the e_austrian_empire entry after the entires for Austria, Bohemia, and Hungary.
 
I tried adding entries for them before the "allow" section under e_austrian_empire, and that seemed to break the game. I believe that's because the entries are already in the landed_titles.txt prior to e_austrian_empire.

The titles of k_bohemia and k_hungary are already de jure in the file, the only difference is that k_austria is under #Titular Kingdoms.

I suppose my confusion is what exactly would I do if the entries are already in the file, what would I edit in the title creation conditions. I realise it may sound like I'm rather dense, but the specifics are lost on me. Unless there's another set of variables that I can use instead of has_landed_title that would produce a similar effect?

In the end, if it doesn't work out, it isn't too big of a deal. It will work in game. The text will just bug me.

2012-05-17_00003.jpg


Here you can see if I have the titles (or they're created--I can't tell which), they will show the 'King of' part. So it must have something to do with how it checks the titles depending on the conditions.
 
Last edited:
Which file determines the starting laws and crown laws of a realm? I want to change the byzantine empire to elective succession at the 1066 start, if possible.

Look in /history/titles. You can change the starting laws of specific realms that way.

If you look in /decisions/crown_laws, you can set what the default laws will be, with default = yes on one law in the law group. For example, if you want all realms to start with high crown authority, delete default = yes from centralization_0 and add it to centralization_3.
 
I have a quick graphical question here. With regards to the colours of a realm in the strategic map, there is a shader/filter that the game uses that bleaches/desaturates the colours. Any idea where to find this shader/filter? Can I modify it? Can I disable it? I'd like to be able to have bold colours! Somehow a wishy-washy crimson does not do the Lannister's proud.

Thanks in advance.

I added 2 new religion icons to religion_icon_strip and religion_icon_strip_small, and changed the noOfFrames in generalstuff.gfx, then assigned the icon number to the religions, but neither icon shows up in game. Only the original icons work, but not the 2 I added. Am I missing something??

These questions got buried, and I think they're fairly important.
 
I added 2 new religion icons to religion_icon_strip and religion_icon_strip_small, and changed the noOfFrames in generalstuff.gfx, then assigned the icon number to the religions, but neither icon shows up in game. Only the original icons work, but not the 2 I added. Am I missing something??

Do you get a blank space or something else? I think that you did everything that you needed to. So long as all the changed files are in the mod. You defined the two new religions in religions.txt, added the icons to the two icon strips, and let the interface file know that both strips have new icons. If you post the mod maybe you could get some input. I've added one religion and it worked fine. Others have more experience. Nuril added a few for his TN mod, for example.
 
Look in /history/titles. You can change the starting laws of specific realms that way.

If you look in /decisions/crown_laws, you can set what the default laws will be, with default = yes on one law in the law group. For example, if you want all realms to start with high crown authority, delete default = yes from centralization_0 and add it to centralization_3.

Brilliant, thank you! :)
 
Can someone with one of the music DLCs post a snippet from the music/songs.txt? I don't know how to make a player-scope modifier that will work in that file. I want to have something like this:

Code:
	chance = {
		factor = 0
		modifier = {
			factor = 1
			FROM = { location = { culture = xxx } }
		}	
	}
 
Is this what you need?

Code:
song = {
	name = "akingisdead.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}



song = {
	name = "asimplesongforcommoners.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}

song = {
	name = "coeurdelion.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}



song = {
	name = "thefranks.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}

song = {
	name = "theholysepulchre.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}

song = {
	name = "hornsofhattinandaftermath.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}



song = {
	name = "crusaderkings2_maintitle.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}

song = {
	name = "crusaders.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
		
	}
}

song = {
	name = "kingdomofjerusalem.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
		
	}
}

song = {
	name = "krakdeschevaliers.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
		
	}
}

song = {
	name = "marchtoholyland.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}

song = {
	name = "orderofthetemple.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}

song = {
	name = "pathtoglory.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}

song = {
	name = "royalmarriage.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}

song = {
	name = "siegeofkerak.ogg"
	
	chance = {
		modifier = {
			factor = 1

		}
	}
}

song = {
	name = "thefirstcrusade.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}

	}
}


song = {
	name = "thelastcrusade_finale.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}

	}
}



song = {
	name = "turexgloriae.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}

	}
}

song = {
	name = "sanctus.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}

	}
}

song = {
	name = "tedonimum.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}

	}
}


song = {
	name = "intaberna.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}

	}
}

song = {
	name = "journeytoabsolution.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}

song = {
	name = "pilgrimage.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}

song = {
	name = "saladinbesiegejerusalem.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}
	}
}