I tried to add all of the counties under duchies,duchies under a kingdom and i still get grey lines.I cant understand what i am doing wrong.![]()
Dis you give holders to thr coubties intheir history entries?
I tried to add all of the counties under duchies,duchies under a kingdom and i still get grey lines.I cant understand what i am doing wrong.![]()
max_provinces = 1001
definitions = "definition.csv"
provinces = "provinces.bmp"
positions = "positions.txt"
terrain = "terrain.bmp"
rivers = "rivers.bmp"
terrain_definition = "terrain.txt"
heightmap = "topology.bmp"
tree_definition = "trees.bmp"
continent = "continent.txt"
adjacencies = "adjacencies.csv"
climate = "climate.txt"
region = "island_region.txt"
geographical_region = "geographical_region.txt"
static = "statics"
seasons = "seasons.txt"
# European Seas
# Indian Seas
# Non-accessible sea zones
# Define which indices in trees.bmp palette which should count as trees for automatic terrain assignment
tree = { 3 4 7 10 }
major_rivers = { }
externals = { }
years = 50
modifier = {
factor = 0.5
age = 150
}
modifier = {
factor = 0.25
age = 175
}
How is mtth exactly calculated in this case?
Code:years = 50 modifier = { factor = 0.5 age = 150 } modifier = { factor = 0.25 age = 175 }
Is it 50*0.5*0.25 years at an age of 175+ or is it 50*0.25. I'm guessing the first of the two right?
modifier = {
factor = 0.5
age = 150
NOT = {
age = 175
}
}
Both modifier blocks will evaluate as true if the character is 175+, so it is the former.
If you want to only have one modifier come into play, you need something like this
Code:modifier = { factor = 0.5 age = 150 NOT = { age = 175 } }
which will ensure that the MTTH is only multiplied by 0.5 if 150 <= [character's age in years] < 175.
Certainly sounds like a bug.on_startup seems to ignore characters created by the ruler designer, is this correct?![]()
Is ethnicity/gfxculture something that can only be altered through console commands/savefile editing?
I was probably using it wrong, then. Cheers.The wiki lists a 'set_graphical_culture' command, so it seems that's not the case.
Simpler is to just make the 2nd modifier also be .5. The at age 175, you get 50*.5*.5, which is equal to 50*.25.Both modifier blocks will evaluate as true if the character is 175+, so it is the former.
If you want to only have one modifier come into play, you need something like this
Code:modifier = { factor = 0.5 age = 150 NOT = { age = 175 } }
which will ensure that the MTTH is only multiplied by 0.5 if 150 <= [character's age in years] < 175.
Doesn't look like it. The achievement "Go west young mongol" uses:Okay I want to start by thanking whoever answered my last questions quite some time ago, I figured out the building stuff.
Now to something new:
Is it possible to scope to tributaries?
The wiki mentions "suzerain" as a scope, so it is possible to scope from a tributary to its suzerain.
But not the other way round?
Am I simply overlooking something, or do I need to make some crazy construct, like scoping to all rulers and checking whether ROOT is their suzerain? (would probably be awfully performance-intense)
any_independent_ruler = {
pays_tribute_to = ROOT
}
Is ethnicity/gfxculture something that can only be altered through console commands/savefile editing?
Hmm odd indeed.Doesn't look like it. The achievement "Go west young mongol" uses:
(irrelevant code removed)Code:any_independent_ruler = { pays_tribute_to = ROOT }
Which is odd, because there appear to be "tributary" and "tribute" keywords in the executable file.
character_event = {
id = test.2
is_triggered_only = yes
desc = "test2DESC"
only_playable = yes
immediate = {
set_variable = { which = count value = 0 }
while = {
limit = {
any_province = {
not = { has_province_flag = counted }
}
}
random_province = {
limit = {
not = { has_province_flag = counted }
}
set_province_flag = counted
}
change_variable = { which = count value = 1 }
}
}
option = {
name = "test2DESC"
log = "Number of provinces is [Root.count.GetValue]"
}
}
I've tried writing a little event to count the landed provinces in a custom map. The event sets a variable of value 0 on the playable character and uses a while loop to try an count the number of provinces. The provinces which are already counted are given a flag to avoid counting them again. The code is this:
Code:character_event = { id = test.2 is_triggered_only = yes desc = "test2DESC" only_playable = yes immediate = { set_variable = { which = count value = 0 } while = { limit = { any_province = { not = { has_province_flag = counted } } } random_province = { limit = { not = { has_province_flag = counted } } set_province_flag = counted } change_variable = { which = count value = 1 } } } option = { name = "test2DESC" log = "Number of provinces is [Root.count.GetValue]" } }
However, when executing the event with the console in vanilla, the while loop goes on until it has had 10000 iterations. But clearly, vanilla has below 1500 provinces. So, why is this event not working as intended?
As it happens, any_province seems to include sea provinces. Since modifiers cannot be added to sea provinces, the loop wouldn't end., so addidng the extra is_land to the conditions solved the issue.The only thing i can think of is that it might not be possible to add a limit = {} to random_province, but i wouldn't be surprised if it is possible and something else is going on![]()