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Is it possible to use
Code:
potential = {
    num_of_buildings = X
}
as a potential-trigger on a building?

That is, I want a special building that is only buildable in a holding once X other buildings already have been built there.
 
With the addition of the plot-to-kill button alongside the character portrait, is it possible to have a kind of either plot to kidnap or even as far as impregnate with X chance of success and Y chance of discovery?
I'm not trying to cross limits here, but as far as the game is supposed to develop characters, I know I'd cross kingdoms and empires in order to avenge my wife's unwanted pregnancy. And sure as hell wage war in order for my enemies to release my only son and heir.
I find family and inheritance quite intriguing, and perhaps raising an unwanted bastard in your name in order to avoid prestigious loss would add another level of immersion for me.

Please do not regard this as some freaky fantasy, as it is not, haha.
Absolutely possible to do the prisoner thing, but I don't know how to control pregnancy by command. A "Rescue Prisoner" CB is on my to-do list for Game of Thrones, actually.

*edit*
Does any_realm_character always scope to the independent realm? Like, if I have k_kingdom that's a vassal of e_empire, will the following apply to realm characters in k_kingdom or e_empire?
Code:
e_empire = {
	k_kingdom = {
		any_realm_character = {
		
		}
	}
}
 
Last edited:
I'm almost 100% certain that the percentage of counties to create a duchy is hard-coded, but you could make special creations conditions for the ducal titles that require you to hold every county in the duchy or something. It would just have to be on a per-case basis, so probably not practical to implement.

works only for de jure title though.
very usefull for 2 county-duchies. for bigger duchies it is more tedious to set up if you want a bit of flexibility.
 
Umm that just says OBSOLETE in it.

How exactly would I change the levy's a province can give?

Oh, I forgot about the event_modifers folder. You can now just create a file with new modifiers and drop it in the folder and they work.

Now what do you want to do about levies? Look at the vanilla event_modifiers file and you will find modifiers for provinces that do just that. Like highway_robber_band that decreases levies for each kind of holding (castle, city, temple) negatively. If you want to change the troop types that a specific culture grants, say Greek, you will need to define a culture modifier in static_modifiers.txt and then apply that modifier in cultures.txt.
 
Oh, I forgot about the event_modifers folder. You can now just create a file with new modifiers and drop it in the folder and they work.

Now what do you want to do about levies? Look at the vanilla event_modifiers file and you will find modifiers for provinces that do just that. Like highway_robber_band that decreases levies for each kind of holding (castle, city, temple) negatively. If you want to change the troop types that a specific culture grants, say Greek, you will need to define a culture modifier in static_modifiers.txt and then apply that modifier in cultures.txt.

I want to make the provinces of Britain south of Scotland have a smaller levy.
 
I want to make the provinces of Britain south of Scotland have a smaller levy.

Alright. Create an event for the affected provinces with a modifier like highway band:

Code:
highway_robber_band = {
	supply_limit = -2
	castle_levy_size = -0.33
	city_levy_size = -0.33
	temple_levy_size = -0.33
	icon = 31
}
 
Does any_realm_character always scope to the independent realm? Like, if I have k_kingdom that's a vassal of e_empire, will the following apply to realm characters in k_kingdom or e_empire?
Code:
e_empire = {
	k_kingdom = {
		any_realm_character = {
		
		}
	}
}

If you specifically place any_realm_character under the k_kingdom title, like you have here, I have to think it would indeed restrict the scope to that kingdom. (Put another way: I can't imagine why the game would ignore the intuitive reading of that syntax and keep any_realm_character's scope at the empire level.)
 
Hello! I don't know much about modding CKII at all, so I need some help! I'm playing Dawn of Kingdoms, where every county is independent. My question: is there a way to grant x amount of money to every count at game start? Or grant x amount of money at date y to every count? I'm guessing some sort of one-time global event, but I have no idea on how to actually do it... :glare: