• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
R1YmzR.png
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 think there is something wrong with my modified default.map file. If I try to use it in my Mod, I get a CTD prior to loading (during "Loading Sounds"); without it, the Mod loads and appears to be working perfectly, at least in terms of what I've tested so far (which is only to the point of getting into a game right now). Any ideas what might be up?

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 = { }

It is a map without Seas or Oceans, but even if I include those two groups I still get a CTD...
 
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?

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.
 
  • 1
Reactions:
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.

Yeah i figured, thanks :p
 
on_startup seems to ignore characters created by the ruler designer, is this correct? o_O
Certainly sounds like a bug.
You should write a bug report in the bug reporting sub-forum if you haven't already.
 
  • 1
Reactions:
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)
 
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.
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.
 
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)
Doesn't look like it. The achievement "Go west young mongol" uses:
Code:
        any_independent_ruler = {
            pays_tribute_to = ROOT
        }
(irrelevant code removed)

Which is odd, because there appear to be "tributary" and "tribute" keywords in the executable file.
 
  • 2
Reactions:
Is ethnicity/gfxculture something that can only be altered through console commands/savefile editing?

If you mean if it can change by anything happening during gameplay in vanilla ck2 then i think no.
You can change it however with the console command gfx_culture <Character ID> <Culture>: ex. gfx_culture 10 norse. (straight from the wiki)
If you want to change it when modding you should use the command set_graphical_culture = <culture>: ex. set_graphical_culture = norse

EDIT: Whoops didn't see it was already answered :p some extra info doesn't hurt however I guess
 
Last edited:
TL;DR: Is there a way to check if an army, of which a character is commander, has looting toggled on? (the character being the ROOT)

I can't find such a condition on the wiki, only "is_looting", but I am guessing that only checks if the character is sieging (in looting mode, so basically "looting") a province. It doesn't return true when the army isn't "besieging" anything right? or am I wrong at this?

EDIT: After some testing with "is_looting" it seems like i was right, "is_looting" only seems to return true when a character is commanding an (looter toggled) army in a province that has loot above the fort protection level. This means it doesn't even return true when the loot is below fort protection level even though the army is sieging a holding in looter mode.

So my question still remains... :confused:
 
Last edited:
My Mod has 215 "main" Provinces, using a combination of English, Welsh, Scottish and Irish Cultures; it also has 25 'hidden' Provinces which cover a handful of the other Cultures (Greek, German, etc.). The problem is, these hidden Provinces are generating Courts of several hundred immediately on game-start, and of mixed cultures... Any way to work around this, or identify what is actually causing it?

Also, I get immediate CTD 3 days in to a game. I read that this is caused by not having k_papal_state in landed_titles, but I DO have that, and a Pope is appearing and apparently working correctly... Nothing is being shown as wrong in the Validator, so I can't see what is up...
 
Doesn't look like it. The achievement "Go west young mongol" uses:
Code:
        any_independent_ruler = {
            pays_tribute_to = ROOT
        }
(irrelevant code removed)

Which is odd, because there appear to be "tributary" and "tribute" keywords in the executable file.
Hmm odd indeed.
But thx, I was so focused on scopes that I didn't look at conditions!
I should be able to build something with that. If vanilla uses it, it can't be too bad for performance...
 
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?
 
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?

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 :confused:
 
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 :confused:
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.

Weirdly enough, wasteland provinces don't seem to be an issue (I wonder if those are also given modifiers, even id we cannot see them)

Edit: yes, they do get modifiers, nd that's really odd (tried replacing the flag by a depopulation modifiers, nd saw the tobstones on tibet and the Sahara too).
 
  • 2
Reactions: