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A question about dynasties-- when the game creates characters with dynasty = random, does it ever use dynasties from the common/dynasties/00_dynasties file? Or does it always just randomly generate dynasties based upon local placenames? When does it actually use the dynasties file for new dynasties
(if ever)?

It definitely creates those dynasties from time to time, but I don't know whether it is a random chance to do it instead of place-based names, whether all predefined dynasties get created first, or if there is something else that controls it.
 
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Your issue is that the coats of arms are defined for Catholics but all your characters are Pastafarian. (Been touched by his noodly appendage have you? ;)) You need to replace the line religion = "catholic" with religion = "pastafarian" in the landed titles file. You also need to duplicate the Christian block in coat_of_arms.txt and replace the line religion_group = "christian" with religion_group = "maryboroughian". (Alternatively, adding the line religion_group = "maryboroughian" to the existing christian group might work too, I'm not sure.)
Hey, thanks man, it worked. I pray the FSM grants you eternal spaghetti.
 
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It definitely creates those dynasties from time to time, but I don't know whether it is a random chance to do it instead of place-based names, whether all predefined dynasties get created first, or if there is something else that controls it.
It should probably also be noted that it is possible to prevent specific dynasties from being used by randoms by adding used_for_random=no to the dynasty definition.
 
I have a encountered a minor problem.. characters in game seem to be give randomized commander traits even though their commander traits have been preset in the character history file... For example, one character I have given the traits 'organizer' 'experimenter' and 'defensive_leader'.. in game they have both traits but also 'cavalry_leader'.. Any ideas as to why this might be happening... (again a very minor problem but it is bugging me..)
 
Comment out the line "reformed = baltic_pagan_reformed" in 00_religions.txt.
How do I do it in the form of modules still see the icon of the reform.

I this write in new file - mymod_religions.txt with cut 'pagan-fragment "
 
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Are trait opposites not supposed to work with the disease traits?

The below does not seem to prevent contracting of consumption at least.

opposites = {
has_tuberculosis
has_typhoid_fever
has_typhus
has_bubonic_plague
has_measles
has_small_pox
}
 
Are trait opposites not supposed to work with the disease traits?
Not

EDIT

Sorry - yes. But probably ony for healt traits

Code:
ill = {
   is_health = yes
   is_illness = yes
   
   opposites =  {
     pneumonic
   }
   
   martial = -1
   health = -2
   fertility = -0.1
   
   combat_rating = -1
   
   customizer = no
}
 
Not

EDIT

Sorry - yes. But probably ony for healt traits

Code:
ill = {
   is_health = yes
   is_illness = yes
  
   opposites =  {
     pneumonic
   }
  
   martial = -1
   health = -2
   fertility = -0.1
  
   combat_rating = -1
  
   customizer = no
}


Thanks moscal, will give it a try. Follow up question. Does "is_health" prevent trait inheritance?

I'm trying to assist specific historical dynasties to survive through a modded trait "Zhearty". Basically I want to make sure several of the well known historical dynasties live on.
 
1) You mean negative dates ? I've heard it doesn't work well, you'd have to switch the dates to another calendar than Gregorian.

2) No, because it's not loaded from a folder, so there's no merging: only 1 of the mod will win.

3) Isn't the border using color2 of the title ? Not exactly sure here.

Ah, I only just saw your reply. Sorry :/ Thanks for the response. Any idea if I can age-up a pre-defined NPC, then? I'm trying to have a 'year 1' starting system in one of my Mods, but all the pre-defined rulers start off as children :S

You've got an extra g in is_active_trigger. As for changing building effects based on conditions, no. You'd have to add a province modifier to achieve that.

Thanks!

Hopefully my last question for the time being: How do I over-ride vanilla localisation? The wiki says:

"Full override. If duplicates are in different files, first file loaded wins. If in same file, last duplicate in file wins. Warning: files must end with .csv extension, or they will not be taken into account."
but nothing I am doing seems to actually be working unless I actively hunt-down the vanilla localisation, delete the lines, and let mine load. I've tried giving my files a 00_ and A_ append, but the vanilla localisation is coming through.

Thanks again :)
 
Override order for localization files has changed. It is now the entry in the file that comes last (in ASCII order, so Z comes before a) that has priority.
 
Is there an event trigger which would allow my event to only effect characters from my dynasty?
 
Is there an event trigger which would allow my event to only effect characters from my dynasty?

You could have it check whether any_dynasty_member isn't an AI ruler.
 
You could have it check whether any_dynasty_member isn't an AI ruler.

Thanks a lot, I guess the wiki's triggers aren't up to date anymore I couldn't find that one, do you have a newer source for me by any chance ? :)
 
I'd do it slightly different:
Code:
hide_window = yes
trigger = {
   ai = no #fire only for player for efficiency
}
immediate = {
   any_dynasty_member = {
      character_event = {
         id = x.x #the event that has the effects you want for your dynasty