I looked at it, and didn't understand it at all. How exactly would I change what's required to make it so it's based off of centralization?I beg your pardon, it's actually called government_table.csv. It's in the main eu4_converter folder
I looked at it, and didn't understand it at all. How exactly would I change what's required to make it so it's based off of centralization?I beg your pardon, it's actually called government_table.csv. It's in the main eu4_converter folder
It takes government_flavors which you need to set up with regular CKII modding and converts them to EU4 governments with a given number of vassals. Making it key off centralisation doesn't have anything to do with government_table.csv, you need to set that up beforehand in government_flavor. This is in the folder of the same name in common. Mostly the vanilla entries key off council authority but the same "has_law" tests can be used to key off centralisation. It's also possible to key it off religion, traits, culture, and probably a great many other things. It's a very versatile tool for the converter, the only problem is that it apparently requires Conclave.I looked at it, and didn't understand it at all. How exactly would I change what's required to make it so it's based off of centralization?
Would it be possible in the government flavor file to make a type that applies to the HRE if they are are decentralized and elective, and if not then to Francia for example?It takes government_flavors which you need to set up with regular CKII modding and converts them to EU4 governments with a given number of vassals. Making it key off centralisation doesn't have anything to do with government_table.csv, you need to set that up beforehand in government_flavor. This is in the folder of the same name in common. Mostly the vanilla entries key off council authority but the same "has_law" tests can be used to key off centralisation. It's also possible to key it off religion, traits, culture, and probably a great many other things. It's a very versatile tool for the converter, the only problem is that it apparently requires Conclave.
Of course it would, but that won't help you change the HRE mechanics because as we discussed earlier that's not how that part of the converter works.Would it be possible in the government flavor file to make a type that applies to the HRE if they are are decentralized and elective, and if not then to Francia for example?
Well couldn't I basically make my list of nations, and go through it and the first to make my requirements have the variable be named after. Then (still in the non converter mod) give that natjon the government flavor and use that flavor to determine which natjon is HRE'd?Of course it would, but that won't help you change the HRE mechanics because as we discussed earlier that's not how that part of the converter works.
No, because government_table.csv doesn't decide which title is HRE'd. I thought you were already familiar with how that worked. It's the title specified in defines.lua, unless you're changing that dynamically somehow you can't make it dynamic.Well couldn't I basically make my list of nations, and go through it and the first to make my requirements have the variable be named after. Then (still in the non converter mod) give that natjon the government flavor and use that flavor to determine which natjon is HRE'd?
I'm aware of that, but does it literally have to be a title? So you can't say whichever natjon has this government flavor?No, because government_table.csv doesn't decide which title is HRE'd. I thought you were already familiar with how that worked. It's the title specified in defines.lua, unless you're changing that dynamically somehow you can't make it dynamic.
If I thought you could do that, I would have suggested it. If you think you can do that, why don't you try it and see?I'm aware of that, but does it literally have to be a title? So you can't say whichever natjon has this government flavor?
Yeah, that's the problem unfortunately :/ I only want it to apply to one holding to stop the Ruler being able to build 'normal' buildings there . Thanks for replying, thoughI think local_build_cost_modifier does work but only when used in a province modifier, not a building. So, you could make an event to add a province modifier upon completion of a certain building. However, that would affect all holdings in the province, so not exactly what you are asking for.
You can definitely add them to the Player's/another character's Dynasty using PREV (Never tried Root, but I'd assume that works too). From what I've seen, the game only checks if they are the same Dynasty, not any bloodline's/family tree, so that should work -- but as per the discussion on the previous change, they'll still be subject to the normal Succession rules, rather than being the absolute-definite heir.Is there a way to force a create_character to also be a heir/heiress of the player's faction?
To expand on this, I'm thinking of doing like dynasty=ROOT, culture=ROOT, religion=ROOT
How do you use the console to remove tyranny? I looked it up and the methods don't work
character_event = {
id = tyrant.1
hide_window = yes
is_triggered_only = yes
immediate = {
any_opinion_modifier_target = {
limit = {
has_opinion_modifier = {
who = ROOT
modifier = opinion_tyrant
}
}
remove_opinion = {
who = ROOT
modifier = opinion_tyrant
}
}
}
}
Is there a way to force a create_character to also be a heir/heiress of the player's faction?
To expand on this, I'm thinking of doing like dynasty=ROOT, culture=ROOT, religion=ROOT
Hello, is there a way to enable hordes to have 'vassal' clans belonging to different cultures? So for example make it possible for a pecheneg clan to join the Magyars (even if with using modding and/or console commands) ? As it happened in history?
# 61: Nomads can subjugate other Nomads
nomad_subjugation = {
name = CB_NAME_PAGAN_SUBJUGATION
war_name = WAR_NAME_PAGAN_SUBJUGATION
sprite = 8
truce_days = 365
is_holy_war = yes
is_permanent = yes
check_all_titles = yes
can_ask_to_join_war = yes
allowed_to_target_tributaries = no
allowed_to_target_suzerains = no
can_use = {
ROOT = {
NOT = {
has_opinion_modifier = {
who = FROM
modifier = forbidden_raid_target # Danegeld
}
}
}
ROOT = {
NOT = {
has_opinion_modifier = {
who = FROM
modifier = opinion_my_ally_new
}
}
}
ROOT = {
prestige = 1000
is_nomadic = yes
independent = yes
NOT = {
same_realm = FROM
}
mercenary = no
NOR = {
pays_tribute_to = FROM
FROM = {
pays_tribute_to = ROOT
}
}
NOT = {
has_character_modifier = launched_subjugation
}
NOT = {
has_character_modifier = lost_independence_war
}
}
}
can_use_title = {
tier = king
has_holder = yes
holder_scope = {
OR = {
character = FROM
is_liege_or_above = FROM
}
is_nomadic = yes
any_realm_province = {
any_neighbor_province = {
has_owner = yes
owner = {
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
}
}
}
}
on_add = {
if = {
limit = {
FROM = {
has_opinion_modifier = {
who = ROOT
modifier = forbidden_raid_target # Danegeld
}
}
}
FROM = {
opinion = {
who = ROOT
modifier = opinion_attacked_danegeld
months = 1200 # For life
}
any_realm_lord = {
opinion = {
who = ROOT
modifier = opinion_attacked_danegeld
months = 1200 # For life
}
}
}
}
ROOT = {
add_character_modifier = {
name = launched_subjugation
months = 120
hidden = yes
}
}
prestige = -500
ROOT = {
clr_character_flag = vassal_cta_offensive
}
FROM = {
clr_character_flag = vassal_cta_defensive
}
}
is_valid = {
ROOT = {
NOR = {
pays_tribute_to = FROM
any_liege = {
OR = {
pays_tribute_to = FROM
FROM = {
pays_tribute_to = PREV
}
}
}
}
is_nomadic = yes
NOT = {
same_realm = FROM
}
# NOT = {
# has_character_modifier = lost_independence_war
# }
}
}
on_success = {
ROOT = {
prestige = 1000
}
any_attacker = {
limit = {
character = ROOT
}
participation_scaled_prestige = 100
}
any_attacker = {
limit = {
NOT = {
character = ROOT
}
}
participation_scaled_prestige = 100
}
FROM = {
opinion = {
who = ROOT
modifier = opinion_subjugated
months = 120
}
}
}
on_success_title = {
holder_scope = {
top_liege = {
any_vassal = {
limit = {
NOT = {
tier = baron
}
}
opinion = {
who = ROOT
modifier = to_be_subjugated
months = 1
}
set_defacto_liege = THIS
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
character_event = {
id = nomad.2
}
}
# set_defacto_liege = THIS
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
any_demesne_title = {
limit = {
OR = {
higher_tier_than = ROOT
tier = emperor
}
}
ROOT = {
grant_title = { target = PREV type = invasion }
}
add_pressed_claim = FROM
FROM = {
set_character_flag = had_higher_titles
}
}
any_demesne_title = {
limit = {
tier = ROOT
}
ROOT = { grant_title = { target = PREV type = invasion } }
add_pressed_claim = PREV
}
if = {
limit = {
has_character_flag = had_higher_titles
}
set_defacto_liege = ROOT
clr_character_flag = had_higher_titles
break = yes
}
set_defacto_liege = ROOT
opinion = {
who = ROOT
modifier = opinion_subjugated
months = 120
}
}
}
any_independent_ruler = {
limit = {
has_opinion_modifier = {
who = ROOT
modifier = to_be_subjugated
}
}
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
set_character_flag = to_be_subjugated
any_demesne_title = {
limit = {
OR = {
higher_tier_than = ROOT
tier = emperor
}
}
ROOT = {
grant_title = { target = PREV type = invasion }
}
add_pressed_claim = FROM
FROM = {
set_character_flag = had_higher_titles
}
}
any_demesne_title = {
limit = {
tier = ROOT
}
ROOT = { grant_title = { target = PREV type = invasion } }
add_pressed_claim = PREV
}
if = {
limit = {
has_character_flag = had_higher_titles
}
set_defacto_liege = ROOT
clr_character_flag = had_higher_titles
break = yes
}
set_defacto_liege = ROOT
opinion = {
who = ROOT
modifier = opinion_subjugated
months = 120
}
remove_opinion = {
who = ROOT
modifier = to_be_subjugated
}
}
}
on_success_posttitle = {
any_independent_ruler = {
limit = {
has_opinion_modifier = {
who = ROOT
modifier = to_be_subjugated
}
}
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
set_character_flag = to_be_subjugated
any_demesne_title = {
limit = {
OR = {
higher_tier_than = ROOT
tier = emperor
}
}
ROOT = {
grant_title = { target = PREV type = invasion }
}
add_pressed_claim = FROM
FROM = {
set_character_flag = had_higher_titles
}
}
any_demesne_title = {
limit = {
tier = ROOT
}
ROOT = { grant_title = { target = PREV type = invasion } }
add_pressed_claim = PREV
}
if = {
limit = {
has_character_flag = had_higher_titles
}
set_defacto_liege = ROOT
clr_character_flag = had_higher_titles
break = yes
}
set_defacto_liege = ROOT
opinion = {
who = ROOT
modifier = opinion_subjugated
months = 120
}
remove_opinion = {
who = ROOT
modifier = to_be_subjugated
}
}
ROOT = {
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
character_event = {
id = nomad.1
}
}
}
on_fail = {
FROM = {
prestige = 500
}
any_defender = {
limit = { character = FROM }
participation_scaled_prestige = 50
}
any_defender = {
limit = { NOT = { character = FROM } }
hidden_tooltip = { participation_scaled_prestige = 50 }
}
ROOT = {
prestige = -500
}
}
on_reverse_demand = {
ROOT = {
# A failed nomadic subjugator might lose more than the war...
any_vassal = {
limit = {
higher_tier_than = baron
}
character_event = { id = breakoff.1}
}
}
ROOT = {
prestige = -2000
transfer_scaled_wealth = {
to = FROM
value = 2.0
}
}
FROM = {
prestige = 1000
}
FROM = {
if = {
limit = {
has_dlc = "Legacy of Rome"
OR = {
has_landed_title = e_eastern_roman_empire
has_landed_title = e_roman_empire
}
}
hidden_tooltip = { character_event = { id = LoR.30 days = 12 } }
}
}
any_defender = {
limit = { character = FROM }
participation_scaled_prestige = 100
}
any_defender = {
limit = { NOT = { character = FROM } }
hidden_tooltip = { participation_scaled_prestige = 100 }
}
}
attacker_ai_victory_worth = {
factor = 200
}
attacker_ai_defeat_worth = {
factor = 100
}
defender_ai_victory_worth = {
factor = -1 # always accept
}
defender_ai_defeat_worth = {
factor = 100
}
ai_will_do = {
factor = 1000
modifier = {
factor = 0.1
FROM = {
OR = {
has_opinion_modifier = {
who = ROOT
modifier = forbidden_raid_target # Danegeld
}
any_realm_lord = {
has_opinion_modifier = {
who = ROOT
modifier = forbidden_raid_target # Danegeld
}
}
}
}
}
modifier = {
factor = 0.01
FROM = {
NOR = {
religion = ROOT
culture = ROOT
}
is_tribal = yes
}
}
modifier = {
factor = 0
FROM = {
NOR = {
religion_group = ROOT
culture_group = ROOT
}
is_tribal = yes
}
}
}
}
namespace = nomad
# Destroy extra empires for nomads
character_event = {
id = nomad.1
hide_window = yes
only_playable = yes
only_independent = yes
is_triggered_only = yes
immediate = {
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
}
}
# Force subjugate nomads
character_event = {
id = nomad.2
hide_window = yes
only_playable = yes
only_independent = yes
is_triggered_only = yes
immediate = {
any_demesne_title = {
limit = {
tier = emperor
is_titular = yes
is_primary_holder_title = no
}
unsafe_destroy_landed_title = this
}
any_demesne_title = {
limit = {
OR = {
higher_tier_than = FROM
tier = emperor
}
}
FROM = {
grant_title = { target = PREV type = invasion }
}
add_pressed_claim = ROOT
}
set_defacto_liege = FROM
FROM = {
character_event = { id = nomad.1 }
}
}
}
Is there a fairly simple way to ensure that if a character goes heretic they convert to a specific heresy based on a pre-existing trait?
namespace = misc
character_event = {
id = misc.1
is_triggered_only = yes
hide_window = yes
trigger = {
FROM = {
religion = catholic # The character was a Catholic
}
is_heretic = yes # The character is now a heretic
trait = go_cathar
}
immediate = {
religion = cathar
}
}
I believe only ROOT/FROM/PREV/THIS work as the right hand side for a which argument. What you would want to do is something like father = { ROOT = { set_variable = { which = my_var which = PREV } } }I've got a question on variables. I'd like to be able to set a variable on a character based on the same variable for that character's parent. The wiki says that a variable can be set like so:
A scope (in the form of ROOT/FROM/PREV/THIS) which contains a variable with the same name: (set|change|subtract|multiply|divide)_variable = { which = <variable_name> which = <scope> }
Are those the only scopes possible? I tried doing "set_variable = { which = my_var which = father_even_if_dead }", but that didn't work.