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I never saw a randomly created character with one of my new traits -- maybe they just get those within certain categories, like personality = yes, education = yes, lifestyle = yes and congenital = yes?

Yes, they will take up your lifestyle, education, and personality traits. I don't know about those without categorization. I am thinking no, but ash001 might be able to tell you.
 
How to make a matrilinear marriage in characters .txt files? In older versions, when editing female character, you could add "succession=yes" command under the "add_spouse=" line. But now it seems it's not working.
 
How to make a matrilinear marriage in characters .txt files? In older versions, when editing female character, you could add "succession=yes" command under the "add_spouse=" line. But now it seems it's not working.

I think, based on what people have previously said, you add the "add_spouse" line to the woman only.
 
Hello, I'm sorry if this has been asked before, but looked through most of the thread, and couldn't find it.

Exactly where do i go to change province technology levels? I got kinda fed up with the byzzies, and created an independent bulgaria. Thing is however, that it starts out with 0 technologies. I've tried looking through the files, but can't seem to locate the place i need to change stuff at?
 
I've yet to learn event coding, but I have this idea that others may like, and be cool if someone knew how to do it.

I'd like an event where a character changes religion based on traits. For example, if a Christian character is possessed, an event would pop up with options to accept the devil (become Satanic religion (new)) or fight the urge (remain Christian, lose Possessed, gain Exorcised (new, less penalty than Possessed, reflects doubt)). AI should have 70% chance to choose the Satanic option, 30% to choose other.
 
I've yet to learn event coding, but I have this idea that others may like, and be cool if someone knew how to do it.

I'd like an event where a character changes religion based on traits. For example, if a Christian character is possessed, an event would pop up with options to accept the devil (become Satanic religion (new)) or fight the urge (remain Christian, lose Possessed, gain Exorcised (new, less penalty than Possessed, reflects doubt)). AI should have 70% chance to choose the Satanic option, 30% to choose other.

Like this?
Code:
character_event = {
    id = 1
    desc = "EVTDESC1"
    picture = "as_you_like"

    trigger = {
        religion_group = christian
        trait = possessed
    }

    mean_time_to_happen = {
        months = 3000
    }

    option = {
        name = "EVTOPTA1" # accept devil
        ai_chance = { factor = 70 }
        religion = satanic
    }    
    
    option = {
        name = "EVTOPTB1" # fight the urge
        ai_chance = { factor = 30 }
        remove_trait = possessed
        add_trait = exorcised
    }    

}
 
Sweet. Seems to include everything I want. Does the 3000 months mean the event may happen randomly within 3000 months of character being Christian and Possessed??
Means it on average takes 3000 months. It could potentially happen in 1, or in 10k.
 
I never saw a randomly created character with one of my new traits -- maybe they just get those within certain categories, like personality = yes, education = yes, lifestyle = yes and congenital = yes?

Yes, the way to go is simply add "personality = yes" to the trait and whenever a character is generated by the game, there's a fair chance he'll get that trait.
Otherwise, you have to rely on events.

I try to stay away from the congenital traits as I'm not fond of messing with family genetics and the results can be very unpredictable...
 
Could someone tell me whether it's possible to have it so that an Islamic Spanish Empire [SoI] would have a different colour to a Christian one?

Basically, I want my Spanish empire to have the same colour as the Kingdom of Andalusia.

Thanks in advance, and of course sorry for what I presume is a pretty simple question!
 
Can someone tell me why this isn't working? even though I added the Father and Mother codeline, the son and daughter doesn't seem to work.

Code:
89999000 = {
	name="Micheal"
	dynasty=1029006
	martial=6
	diplomacy=1
	intrigue=3
	stewardship=9
	religion="catholic"
	culture="saxon"
	1014.6.30={
		birth="1014.6.30"
	}
	1040.5.15 = {add_spouse=89999001}
	}
89999001 = {
	name="Angie"
	female = "yes"
	dynasty=1029006
	martial=6
	diplomacy=10
	intrigue=3
	stewardship=15
	religion="catholic"
	culture="saxon"
	1020.10.30={
		birth="1020.10.30"
	}
	1040.5.15 = {add_spouse=89999000}
}
89999002 = {
	name="Ritchie"
	dynasty=1029006
		father= 89999000
		mother=89999001
	martial=2
	diplomacy=5
	intrigue=9
	stewardship=6
	religion="catholic"
	culture="saxon"
	add_trait = "god_king"
	add_trait="cynical"
	1046.4.3={
		birth="1046.4.3"
	}
}
89999003 = {
	name="Jessica"
	female = "yes"
	dynasty=1029006
		father= 89999000
		mother=89999001
	martial=2
	diplomacy=5
	intrigue=4
	stewardship=3
	religion="catholic"
	culture="saxon"
	1043.4.3={
		birth="1043.9.30"
	}
}
 
Can someone tell me why this isn't working? even though I added the Father and Mother codeline, the son and daughter doesn't seem to work.

What do you mean with "doesn't work"? Are they landed? In my experience, sometimes the game can't build family relationship of non landed characters, because he can't create the main branch of the dynasty.

You didn't add their death dates. It might be the reason, too.
 
How do you modify which buildings are built at x point in history in a province?
You can specify specific buildings for specific provinces in the province history files. Look at the province at Byzantium for example to see how this is done.
For more general rules, you set the "start" condition in buildings.txt.
 
You can specify specific buildings for specific provinces in the province history files. Look at the province at Byzantium for example to see how this is done.
For more general rules, you set the "start" condition in buildings.txt.

Ah thank you. I noticed in the history files you can add slots for castles and enable new castles, but how do you determine who owns them?
 
Ah thank you. I noticed in the history files you can add slots for castles and enable new castles, but how do you determine who owns them?
Title history files.
Unless an owner is specified, a character of the province's culture and religion will be generated as a vassal to the province owner.
 
Title history files.
Unless an owner is specified, a character of the province's culture and religion will be generated as a vassal to the province owner.
That second part is even better! And thank you again.

Don't suppose you know this guy's answer?
Hello, I'm sorry if this has been asked before, but looked through most of the thread, and couldn't find it.

Exactly where do i go to change province technology levels? I got kinda fed up with the byzzies, and created an independent bulgaria. Thing is however, that it starts out with 0 technologies. I've tried looking through the files, but can't seem to locate the place i need to change stuff at?