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How would I check if a title exists in this context:

Code:
k_tuscany = {    
    color = { 237  28  36 }
    capital = 328 # Firenze
    culture = italian    
    allow = {
        is_independant = yes
        NOT = {
                        [B][U]k_italy = exists[/U][/B] #like this?
        }
        culture = italian
        religion_group = christian
        }
    }
}
is_title_active = k_italy
Do note that you can only check a title after it has been defined. So k_tuscany has to be below k_italy; if not, the check won't work.
 
Hmm that certainly puts a bump in that plan, as I wanted to make them mutually exclusive. Well at least I can make one exclude the other, that will have to do. Thanks again

EDIT: How about in the decision area?

Code:
decisions = {
		#Formation of the Kingdom of Tuscany
		kingdom_of_tuscany = { 
			is_high_prio = yes
			potential = {
				war = no       
				is_ruler = yes
				is_independant = yes
				has_landed_title = k_tuscany
			}
			effect = {      
				character_event = { 
					id = upg.0 
				}      
			}
			revoke_allowed = {
				always = no
			}
			ai_will_do = {
				factor = 100                    
			}			
		}
}
(in this case we are going from k_tuscany to k_ktuscany)
 
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To create new cultures/cultural groups, would I need to do anything other than mod them into the 'cultures.txt' file in the 'common' folder and then add entries for them into the 'text1.csv' file in the 'localisation' folder, before I can start using them for provinces, characters and such?
 
To create new cultures/cultural groups, would I need to do anything other than mod them into the 'cultures.txt' file in the 'common' folder and then add entries for them into the 'text1.csv' file in the 'localisation' folder, before I can start using them for provinces, characters and such?

Effectively yes, however I would always advise creating a mod folder and making the changes in there rather than to the core files.
 
Don't forget to add your new culture to buildings.txt if you want it to share another culture's unique building(s), or have its own.
 
That should be everything correct

Thank you!


Effectively yes, however I would always advise creating a mod folder and making the changes in there rather than to the core files.

Yeah, I've set up a new mod in the mod folder and I'm copying folders and files there as needed before modifying them. That part is already done and tested. I don't change anything in the core files.
 
When creating a kingdom in the landed_titles.txt, how would I go about restricting a title to someone who is only independent?

I tried is_independent = no (and yes) but that didn't work

EDIT: Figured it out on my own (is_independent should have been independent...)
 
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How do I change the decisions for hiring a courtier, holy man and debutante to have them generated from any culture within my realm? Currently they are always the same culture as my ruler, but say I'm Castille controlling all of Iberia, I want the chance those new courtiers can be Basque, Andalusian, Catalan, etc as well as Castillian. Often rulers had advisers from other cultures.
 
How do I change the decisions for hiring a courtier, holy man and debutante to have them generated from any culture within my realm? Currently they are always the same culture as my ruler, but say I'm Castille controlling all of Iberia, I want the chance those new courtiers can be Basque, Andalusian, Catalan, etc as well as Castillian. Often rulers had advisers from other cultures.
You could try something like this.
Code:
employ_priest = {
    potential = {
    }
    allow = {
        piety = 5
    }
    effect = {
        piety = -5
        random_realm_province = {
            ROOT = {
                create_random_priest = {
                    random_traits = yes
                    dynasty = random
                    female = no
                    culture = PREVPREV
                }
            }
        }
    }
    revoke_allowed = {
        always = no
    }
    ai_will_do = {
        factor = 0
    }
}
 
I am trying to add a titular kingdom into the game. For some reason it works when it is dejure but not titular. I already added localisation files for it also. This is what I have in the landed_titles.txt. help?

k_Hyrule={
color={ 97 209 251 }
capitol= 340 #Palermo
}
 
I am trying to add a titular kingdom into the game. For some reason it works when it is dejure but not titular. I already added localisation files for it also. This is what I have in the landed_titles.txt. help?

k_Hyrule={
color={ 97 209 251 }
capitol= 340 #Palermo
}

You misspelled capital. And you need a valid capital to capitalize on a titular kingdom. I would also keep the title's name in this file in lowercase, though that may not matter.

Good luck.
 
I've run into problems in the past with dynasty = random, (ie. in my application it didn't actually change the dynasty name, but clearly that is probably not the typical use)

I also tried "culture = random" in my Dynasty file, but I'm not sure that worked either. As a matter of fact I'm now wondering if that "broke" the Dynasty in some fashion, because any time I add someone to one of the 5 dynasties I created with that code, their dynasty tree is broken. I might have to check into that tonight...
 
You could try something like this.
Code:
        random_realm_province = {
            ROOT = {
                create_random_priest = {
                    random_traits = yes
                    dynasty = random
                    female = no
                    culture = PREVPREV
                }
Is this part creating the courtier in a random court too? Or will the person be in my court? And what is PREVPREV?? Never seen before!
 
Is this part creating the courtier in a random court too? Or will the person be in my court? And what is PREVPREV?? Never seen before!
As we scope back to ROOT, that's your court.
PREVPREV means you go two tiers up (to random_realm_province) to check that variable. Thus you get the culture of a random province, making it more likely to get foreign culture the more foreign provinces you have.
 
Does anyone know how to define grammar terms for culture names?
 
I have a bit of a strange request here. I have no modding experience whatsoever. I want to use CK2 as a tool to map out a family tree, as I find the interface very simple. What is the best way to do this? What I mean is, where and how do I add custom characters, and how can I find them once the game starts? (I imagine setting one as the count in Iceland or something would be easiest.)
 
As we scope back to ROOT, that's your court.
PREVPREV means you go two tiers up (to random_realm_province) to check that variable. Thus you get the culture of a random province, making it more likely to get foreign culture the more foreign provinces you have.
Ah, learning is fun. Thanks Meneth!