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1. They don't as far as I know.

thats a shame, would make the program more usefull if one could see what one was doing.(still simpler than doing it manually, like I have done until now:rolleyes:)

2. Alt+F4
Thanks, that did the trick.
 
I believe the coding comes in from the part of the code you have not pasted.

Code:
        create_character = {
            random_traits = yes
            dynasty = random
            religion = tengri_pagan
            culture = mongol
            female = no
            age = 35
            attributes = {
                martial = 12
            }
            trait = brilliant_strategist
        }
        new_character = {
            spawn_unit = {
                province = 893 # Surgut
                troops =
                {
                    horse_archers = { 10000 10000 }
                    light_cavalry = { 6666 6666 }
                    light_infantry = { 2222 2222 }
                    heavy_infantry = { 1112 1112 }
                    knights = { 200 200 }
                }
            }
        }

Basically what that does is to create a mongol character and the new character part of the code puts him in command of the new army. I think the two numbers create two linked armies under his command than can be split up as needed - try the command with just one set of numbers.

The part of the code I have not figured out is whether you have to identify a province, or can you have it trigger for the capital of the ruler who gets the event...or a province controlled by the ruler.
The two numbers are a range. So if you put horse_archers = { 5000 20000 }, he'd get 5 to 20 thousand horse archers.
 
Quick question:

How do I increase/decrease the hiring costs of a particular mercenary unit? And how do I increase/decrease the maintenance costs?
 
Quick question:

How do I increase/decrease the hiring costs of a particular mercenary unit? And how do I increase/decrease the maintenance costs?

in common/define.lua
MERCENARY_MAINTENANCE_FACTOR = 2.5, -- Maintenance factor for NORMAL mercenary units
MERCENARY_VASSAL_MAINTENANCE_FACTOR = 0.5, -- Maintenance factor for VASSALIZED mercenary units
MERCENARY_HIRE_COST_FACTOR = 0.1, -- Hire cost factor for mercenary units
 
I have edited the default.map file, and now that I've added the island to the river map bmp the game crashes on start up, at the "creating rivers" part and the island still shows up as INVALID in clausewitz map checker
 
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Thank you Arko. I guess there is no way to give individualized costs, other than differentiate between vassal and non-vassal...or some external scripting of some sort. :sad:
 
Thank you Arko. I guess there is no way to give individualized costs, other than differentiate between vassal and non-vassal...or some external scripting of some sort. :sad:

you can play with composition (on which is based the cost multiplier AFAIK) in common/static_modifiers.txt
 
you can play with composition (on which is based the cost multiplier AFAIK) in common/static_modifiers.txt

Aye, sadly an imperfect solution. :blush: Oh well, at least the vassalized modifier can be put to good use.
 
Aye, sadly an imperfect solution. :blush: Oh well, at least the vassalized modifier can be put to good use.

there's maybe something somewhere else I'm not aware of but that's all I know about it sorry^^
 
Ok. So only by event ?

yes arko, events have to be scripted which fire as soon as possible from the game start - using mtth of 1 day, for some reason though from game start it can take upto 2 weeks and not the day after you press play....
 
yes arko, events have to be scripted which fire as soon as possible from the game start - using mtth of 1 day, for some reason though from game start it can take upto 2 weeks and not the day after you press play....

Thanks.
I'll keep that for later so. I'm far from good at scripting events.
 
I'm far from good at scripting events.

iv learnt alot from meneth, redrooster81 & baneslave, so its always good to ask them things if there around.

EDIT: yeah using the irc chanel is good too!
 
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Edit: Never mind. Found it.
 
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iv learnt alot from meneth, redrooster81 & baneslave, so its always good to ask them things if there around.

EDIT: yeah using the irc chanel is good too!

Thanks for the nod. :)

Maybe they will implement that sooner or later. In EU3 you can have country decisions in the history, so I hope that might be allowed in CK2 as well (as dynasty_decisions that stay with the dynasty or for title_decisions that stay with the title--yes, I miss 'countries'). I tried it for characters but it doesn't work--in 1053 (IIRC), the Count of Barcelona passed the Peace of God in his demense, but I put it in the history as a decision and no effect. :(
 
iv learnt alot from meneth, redrooster81 & baneslave, so its always good to ask them things if there around.

EDIT: yeah using the irc chanel is good too!

I'm around most of the time.
Fastest way to reach me is the IRC channel.

Thanks for help propositions.
I will surely ask when I'll have a more precise idea of what I want to do. It is not a priority for me ATM.
 
How can I make a building impossible to upgrade, but it still has potential upgrades? I tried increasing the cost to a huge amount, but I couldn't change the cost even when I replaced the main building file.
 
Just give the upgraded building impossible to reach prerequisites, like a contruction-tech level of 6.
Changing the cost by modifying the buildings.txt should work, though, so if that doesn't take, you're probably doing something wrong.