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I noticed that patrician palace sometimes transfer itselfs to diffrent location, but I cannot understand any rule behind it. Is there any? And could we permamently bound palace to some province?
 
hello
I want to use 'random list' function along with some modifiers and I wonder if the chances go over 100% does it still work as intended? like a chance event of 200% is more likely to be triggered than that of 100% so on and so forth?

Or should I just try to make it under 100%?
Random_list chances are relative, not based around 100.
So if you've got two chances at 1 each, that's the same as two chances at 50 each.

So it doesn't need to add up to 100. It can add up to 2. It can add up to 10000.
 
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Is it possible to swap a character modifier for another one on the date it expires? Without using an event of mtth 1 day?

Yes. Modify all the places where you add the modifier. If you add the modifier with duration = x, then fire an event with days = x that adds the second modifier.

A question of my own: is there an on_action for when a province receives a disease?
 
Yes. Modify all the places where you add the modifier. If you add the modifier with duration = x, then fire an event with days = x that adds the second modifier.

A question of my own: is there an on_action for when a province receives a disease?

On_outbreak is probably what you're looking for, token_data is the disease name.

Now how do you "fire an event in a X amount of days" o_O i never knew that was possible.
 
On_outbreak is probably what you're looking for, token_data is the disease name.

Now how do you "fire an event in a X amount of days" o_O i never knew that was possible.

E.g. character_event = { id = xxx days = yyy } fires event with id xxx in yyy days. Optionally, you can also add an extra random = zzz statements which will add a random extra delay of between 0 and zzz days more
 
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On_outbreak is probably what you're looking for, token_data is the disease name.

Now how do you "fire an event in a X amount of days" o_O i never knew that was possible.

character_event = {id = [yourevent] days = [days] random = [randomization, if desired]}
 
Yes i know haha, but i never noticed that specific command on the wiki.
It feels a bit patronizing to get a link of that page haha :p
Oh not intended to be patronising! I have that link saved to use any time I mod anything lol especially the scopes, conditions and commands cause I have a bad habit of forgetting them half the time I need them...
 
Random_list chances are relative, not based around 100.
So if you've got two chances at 1 each, that's the same as two chances at 50 each.

So it doesn't need to add up to 100. It can add up to 2. It can add up to 10000.
Does that mean that if you want a random_list to have every entry having an equal chance, you can just set them all to 1 and the game will work it out for itself by dividing the sum of the total value by the number of entries? And does it mean that if you have an entry of 100 and one of 1 that the 100 entry is 100 times more likely? If you have 100 and two entries of 1, so three will the entry of 100 become 98% likely? Or will it become something else?

PS can you post me the usage for while loops? I cannot seem to find a usage example anywhere.
 
Oh not intended to be patronising! I have that link saved to use any time I mod anything lol especially the scopes, conditions and commands cause I have a bad habit of forgetting them half the time I need them...

Haha it's ok, i know you didn't mean it that way. I constantly have all the browser tabs open for commands, conditions and scopes I think that's only natural for any modder :p
 
Does that mean that if you want a random_list to have every entry having an equal chance, you can just set them all to 1 and the game will work it out for itself by dividing the sum of the total value by the number of entries? And does it mean that if you have an entry of 100 and one of 1 that the 100 entry is 100 times more likely? If you have 100 and two entries of 1, so three will the entry of 100 become 98% likely? Or will it become something else?

PS can you post me the usage for while loops? I cannot seem to find a usage example anywhere.
That's correct.
If you've got one entry at 100, and two at 1, the 100 entry will have a 100/102 = 98.04% chance of happening.

I'm not familiar with the while loop syntax, sorry.
 
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Hello, I'm making a "simple" ancient egyptian culture, and the last thing that I need is to make their holdings icon not western.
Right now, in a province whose culture is "kemetic" (as I called it) have western looking castles and churches and everything, and I would like to change those to the persian looking holdings, but I don't know how ?
 
Does that mean that if you want a random_list to have every entry having an equal chance, you can just set them all to 1 and the game will work it out for itself by dividing the sum of the total value by the number of entries? And does it mean that if you have an entry of 100 and one of 1 that the 100 entry is 100 times more likely? If you have 100 and two entries of 1, so three will the entry of 100 become 98% likely? Or will it become something else?

PS can you post me the usage for while loops? I cannot seem to find a usage example anywhere.

while = {
limit = { <conditions>}
<effects that are executed until the limit is no longer true.
}
e.g.
while = {
limit = { not = { stewardship = 10 } }
add_stewardship = 1
}
will keep adding stewardship to the scope until he has 10.
 
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