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I have a problem with setting scopes as event targets.
I have this in an option:
Code:
option = {
       name = EVTOPTA_TEST1
       random_vassal = {
           limit = {
               is_councillor = no
               is_female = no
           }
           save_global_event_target_as = target_perp
    }
}

But it doesn't seem to be working correctly. In the localisation file, I have this:
Code:
EVTOPTA_TEST1;Target is [target_perp.GetFullName];;;;;;;;;x

But there is no name. There is a character portrait on the right of the option, so clearly it has found someone. Also I saved the character that fired the event as "target_original_ruler" and that displayed the name correctly when called with [target_original_ruler.GetFullName]. Any ideas on what I am doing wrong?
 
I seem to recall reading somewhere that we could chain scopes together like so

Code:
    FROM.liege.any_realm_lord = {
        ...
    }

Validator tells me this is an invalid node, but I could have sworn I saw something like this.

Does anyone else remember this, or am I crazy?
That does work, just not in this game ;) It is a feature that got added in during the development of Stellaris so if you are going to be making any Stellaris mods then it will work like that there! But alas not for CK2
 
OK, so my events are virtually done, the one thing that seems to be remaining is the payoff. What I want is for one option to result in an extra research point for cavalry and the other trade practices.
While I've been able to remove and add money from the treasury and increase piety, I don't seem able to do the same with technologies.
Based on what I can find in the documentation, this should be done by writing:
Code:
 military_cavalry = 1
However, this seems incorrect. Any ideas?
 
Thanks again for your help Ryde. But I've been having some issues that I'd not had before. It seems as if, every few minutes, an event fires. This even holds no text, and has no options for closing it. I've combed back through it over and over again and it looks fine. Even got the Validator on it right now. I'd also restarted the game several times, and also created a new save. But it persists. If its any help, the border around where the text would be is blue. And it appears to have an event image of a messenger speaking to the seated liege.

I do apologize if this causes any headaches.
 
OK, so my events are virtually done, the one thing that seems to be remaining is the payoff. What I want is for one option to result in an extra research point for cavalry and the other trade practices.
While I've been able to remove and add money from the treasury and increase piety, I don't seem able to do the same with technologies.
Based on what I can find in the documentation, this should be done by writing:
Code:
 military_cavalry = 1
However, this seems incorrect. Any ideas?
Look up how the tech is named in /common/technology.txt since some have other names in code than what is shown ingame.
Try this:
Code:
change_tech = { technology = TECH_CAVALRY value = 1}
The wiki states this only works in province scope, so maybe try firing it on your capital, and not your ruler.

I have a problem with setting scopes as event targets.
I have this in an option:
Code:
option = {
       name = EVTOPTA_TEST1
       random_vassal = {
           limit = {
               is_councillor = no
               is_female = no
           }
           save_global_event_target_as = target_perp
    }
}

But it doesn't seem to be working correctly. In the localisation file, I have this:
Code:
EVTOPTA_TEST1;Target is [target_perp.GetFullName];;;;;;;;;x

But there is no name. There is a character portrait on the right of the option, so clearly it has found someone. Also I saved the character that fired the event as "target_original_ruler" and that displayed the name correctly when called with [target_original_ruler.GetFullName]. Any ideas on what I am doing wrong?
That looks alright, so this is probably a issue of timing:
You only save the event target when the option is pressed, not when it is shown. So the game does not yet know which name to scope to.
Try moving the saving part to the immediate block, so it gets evaluated before the options are shown. Like this:
Code:
immediate = {
       random_vassal = {
           limit = {
               is_councillor = no
               is_female = no
           }
           save_global_event_target_as = target_perp
    }
}
Code:
option = {
       name = EVTOPTA_TEST1
}




For LordPeter's question numberr 3: I haven't tested this, but you could try something like
Code:
set_variable = { which = province_count value = 0 }
any_province = {
   limit = {
      has_province_modifier = my_province_modifier
   }
   change_variable = { which = province_count value = 1 }
}

This might run change variable once for each province with the modifier. Or it might just run it once if a province with the modifier exists. As mentioned, not tested.

For question 2, all of the trade values are related to trade posts, either for merchant republics, or on the silk road. In a trade zone, cities and trade posts get a tax bonus that scales logarithmicly with their trade value. So, tradevalue should just increase trade value at that location, global_trade_value should affect everywhere in the owner's control, and global_trade_value_mult should do the same, but multiplicatively instead of additively. Not sure about the trade_route parts.
Thanks, I'll try that out and see if it works.
And thanks for the info, at least I am a little more confident about changing tradevalue now :)
 
Thanks again for your help Ryde. But I've been having some issues that I'd not had before. It seems as if, every few minutes, an event fires. This even holds no text, and has no options for closing it. I've combed back through it over and over again and it looks fine. Even got the Validator on it right now. I'd also restarted the game several times, and also created a new save. But it persists. If its any help, the border around where the text would be is blue. And it appears to have an event image of a messenger speaking to the seated liege.

I do apologize if this causes any headaches.
I just remebered, I know this problem. It happened to me, too, but alas I have forgotten what had caused it.

IIRC, it might have been an error in some trigger, which for some reason caused this fake event to fire.
I think my error was writing stuff like this:
Code:
trigger = {
    any_vassal = {
        limit = {            # This is wrong! Limit must only be used in effects, never in triggers
            is_female = yes
        }
    }
}
The validator should pick that up, but in my case it got buried under so many false positives that I didn't catch it.
If you think you may have done something like this, maybe go through all your triggers manually.
 
Look up how the tech is named in /common/technology.txt since some have other names in code than what is shown ingame.
Try this:
Code:
change_tech = { technology = TECH_CAVALRY value = 1}
The wiki states this only works in province scope, so maybe try firing it on your capital, and not your ruler.

Thanks for the reply!
However, that line of code results in the following error
Code:
--- Error 1 of 1 ---
At <mod>\events\HoggeEvents.txt [character_event\option\change_tech] (Line 125, column 5):
Invalid node "change_tech" in scope Option (value is: <a complex type>)
 
Thanks for the reply!
However, that line of code results in the following error
Code:
--- Error 1 of 1 ---
At <mod>\events\HoggeEvents.txt [character_event\option\change_tech] (Line 125, column 5):
Invalid node "change_tech" in scope Option (value is: <a complex type>)
Oh. I should mention that I had not tested it, I just looked it up in the wiki on this page (http://www.ckiiwiki.com/Commands). The wiki states that the argument for change_tech should be a clause, but your error complains about just that. So either the wiki is wrong or there is someting going on I don't understand.

Something about the error description confuses me anyway. Mind posting the whole code for this event, so that we can see if there is something else that somehow makes this an invalid option?
 
Thanks for the reply!
However, that line of code results in the following error
Code:
--- Error 1 of 1 ---
At <mod>\events\HoggeEvents.txt [character_event\option\change_tech] (Line 125, column 5):
Invalid node "change_tech" in scope Option (value is: <a complex type>)
Like he said, tech is changed in *province* scope. Your error message shows you trying in character scope. Scope to the character's capital first.

(Regarding the syntax, event CM.503 in cm_major_events.txt has it exactly as shown.)
 
Oh. I should mention that I had not tested it, I just looked it up in the wiki on this page (http://www.ckiiwiki.com/Commands). The wiki states that the argument for change_tech should be a clause, but your error complains about just that. So either the wiki is wrong or there is someting going on I don't understand.

Something about the error description confuses me anyway. Mind posting the whole code for this event, so that we can see if there is something else that somehow makes this an invalid option?
OK, so this is what my code looks like right now.

Code:
  # Mongol defectors 5
character_event = {
  id = HoggeMod.1005
  desc = evt_desc_HoggeMod.1005
  is_triggered_only = yes
  picture = "GFX_evt_mongols"
  ai=no
  #GFX_evt_emissary
  option = {
    name = "evt_opta_HoggeMod.1005" # Army
    character_event = { id = HoggeMod.1006 months = 24 random = 12 }
    treasury = -20
  }
  option = {
    name = "evt_optb_HoggeMod.1005" # Trade
    province_event = { id = HoggeMod.1007 months = 36 random = 12 }
    treasury = -20
  }
   option = {
    name = "evt_optc_HoggeMod.1005" # Decline
  }
}


  # Mongol defectors 6:
character_event = {
  id = HoggeMod.1006
  desc = evt_desc_HoggeMod.1006
  is_triggered_only = yes
  picture = "GFX_evt_mongols"
  ai=no
  #GFX_evt_emissary
  option = {
    name = "evt_opta_HoggeMod.1006" # Army
  #  change_tech = { technology = TECH_CAVALRY value = 1}
  }
}

  # Mongol defectors 7:
province_event = {
  id = HoggeMod.1007
  desc = evt_desc_HoggeMod.1007
  is_triggered_only = yes
  picture = "GFX_evt_mongols"
  #ai=no
  #GFX_evt_emissary
  option = {
    name = "evt_opta_HoggeMod.1007" # Army
    change_tech = { technology = TECH_TRADE_PRACTICES value = 1}
  }
}
So basically, it's an even that calls two different events, depending on what the player picks.
 
Like he said, tech is changed in *province* scope. Your error message shows you trying in character scope. Scope to the character's capital first.

(Regarding the syntax, event CM.503 in cm_major_events.txt has it exactly as shown.)
OK, so this is what my code looks like right now.

Code:
  # Mongol defectors 5
character_event = {
  id = HoggeMod.1005
  desc = evt_desc_HoggeMod.1005
  is_triggered_only = yes
  picture = "GFX_evt_mongols"
  ai=no
  #GFX_evt_emissary
  option = {
    name = "evt_opta_HoggeMod.1005" # Army
    character_event = { id = HoggeMod.1006 months = 24 random = 12 }
    treasury = -20
  }
  option = {
    name = "evt_optb_HoggeMod.1005" # Trade
    province_event = { id = HoggeMod.1007 months = 36 random = 12 }
    treasury = -20
  }
   option = {
    name = "evt_optc_HoggeMod.1005" # Decline
  }
}


  # Mongol defectors 6:
character_event = {
  id = HoggeMod.1006
  desc = evt_desc_HoggeMod.1006
  is_triggered_only = yes
  picture = "GFX_evt_mongols"
  ai=no
  #GFX_evt_emissary
  option = {
    name = "evt_opta_HoggeMod.1006" # Army
  #  change_tech = { technology = TECH_CAVALRY value = 1}
  }
}

  # Mongol defectors 7:
province_event = {
  id = HoggeMod.1007
  desc = evt_desc_HoggeMod.1007
  is_triggered_only = yes
  picture = "GFX_evt_mongols"
  #ai=no
  #GFX_evt_emissary
  option = {
    name = "evt_opta_HoggeMod.1007" # Army
    change_tech = { technology = TECH_TRADE_PRACTICES value = 1}
  }
}
So basically, it's an even that calls two different events, depending on what the player picks.
As jursamaj pointed out above, your scope is wrong, as you are still in a character scope when changing the tech. Also, you are calling a province event out of a character event, which is not possible if you don't mention a province it should fire to. Thus both of your change_tech instances fail.
Try changing it to this:
Code:
# Mongol defectors 5
character_event = {
    id = HoggeMod.1005
    desc = evt_desc_HoggeMod.1005
    is_triggered_only = yes
    picture = "GFX_evt_mongols"
    ai=no
    #GFX_evt_emissary
    option = {
        name = "evt_opta_HoggeMod.1005" # Army
        character_event = { id = HoggeMod.1006 months = 24 random = 12 }
        treasury = -20
    }
    option = {
        name = "evt_optb_HoggeMod.1005" # Trade
        capital_scope = { # ADDED
            province_event = { id = HoggeMod.1007 months = 36 random = 12 }
        }
        treasury = -20
    }
    option = {
        name = "evt_optc_HoggeMod.1005" # Decline
    }
}


# Mongol defectors 6:
character_event = {
    id = HoggeMod.1006
    desc = evt_desc_HoggeMod.1006
    is_triggered_only = yes
    picture = "GFX_evt_mongols"
    ai=no
    #GFX_evt_emissary
    option = {
        name = "evt_opta_HoggeMod.1006" # Army
        capital_scope = { # ADDED
            change_tech = { technology = TECH_CAVALRY value = 1}
        }
    }
}

# Mongol defectors 7:
province_event = {
    id = HoggeMod.1007
    desc = evt_desc_HoggeMod.1007
    is_triggered_only = yes
    picture = "GFX_evt_mongols"
    #ai=no
    #GFX_evt_emissary
    option = {
        name = "evt_opta_HoggeMod.1007" # Army
        change_tech = { technology = TECH_TRADE_PRACTICES value = 1}
    }
}
It should not matter when you scope to the province (I chose your capital, since you probably want it there), so both options/events should now evaluate properly.
Hope this works :)
 
For LordPeter's question numberr 3: I haven't tested this, but you could try something like
Code:
set_variable = { which = province_count value = 0 }
any_province = {
   limit = {
      has_province_modifier = my_province_modifier
   }
   change_variable = { which = province_count value = 1 }
}

This might run change variable once for each province with the modifier. Or it might just run it once if a province with the modifier exists. As mentioned, not tested.
Thanks, I'll try that out and see if it works.
And thanks for the info, at least I am a little more confident about changing tradevalue now :)
It works!
I was somehow under the impression that this was not possible. But indeed it works just like I wanted to, it changes the variable for every province.
So thanks, you saved me lot of trial&error :)
 
I just remebered, I know this problem. It happened to me, too, but alas I have forgotten what had caused it.

IIRC, it might have been an error in some trigger, which for some reason caused this fake event to fire.
I think my error was writing stuff like this:
Code:
        limit = {            # This is wrong! Limit must only be used in effects, never in triggers}
The validator should pick that up, but in my case it got buried under so many false positives that I didn't catch it.
If you think you may have done something like this, maybe go through all your triggers manually.

Well currently the line of code that was edited looks like this:

Code:
# Province culture changes
province_event = {
    id = 55000
   
    hide_window = yes
   
    trigger = {
        owner = {
            NOT = { culture = ROOT }
            religion = ROOT
            #does not apply to vassals of a different culture than their liege
            OR = {
                independant = yes
                top_liege = {
                    AND = {
                        NOT = { tier = emperor }
                        culture = PREV
                        }
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        tier = king
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        any_liege = {
                            limit = { tier = king }
                            culture = PREV
                        }
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        any_liege = { # Has no king, duke reports directly to emperor
                            limit = { tier = king }
                            NOT = { count = 1 }
                        }
                        any_liege = {
                            limit = { tier = duke }
                            culture = PREV
                        }
                    }
                    AND = {
                        # Direct liege is emperor
                        liege = {
                            tier = emperor
                        }
                    }
                }
            any_neighbor_province = {
                has_owner = yes
                ROOT = {
                    owner = {
                        culture = PREVPREV
                    }
                }
                owner = {
                    ROOT = {
                        owner = {
                            culture = PREVPREV
                        }
                    }
                }
                NOR = {
                    has_province_modifier = depopulated_1
                    has_province_modifier = depopulated_2
                    has_province_modifier = depopulated_3
                }
            }
            #do not change culture for rulers with papal type succession
            NOR = {
                has_landed_title = k_papal_state
                has_landed_title = k_papal_chalcedon
                has_landed_title = k_chalcedonian
                has_landed_title = d_celtic_pagan_reformed
                has_landed_title = d_hellenic_pagan
                has_landed_title = d_cathar
                has_landed_title = d_bogomilist
                has_landed_title = d_manichean
                has_landed_title = d_fraticelli
            }
            #english melting pot
            NAND = {
                ROOT = {
                    region = custom_england
                    OR = {
                        culture = norman
                        culture = frankish
                        culture = occitan
                        culture = saxon
                        culture = english
                    }
                }
                OR = {
                    culture = norman
                    culture = frankish
                    culture = occitan
                    culture = saxon
                }
            }
            any_demesne_province = {
                NOR = {
                    has_province_flag = recent_depopulation_1
                    has_province_flag = recent_depopulation_2
                    has_province_flag = recent_depopulation_3
                }
            }
            #sicilian melting pot
            NAND = {
                ROOT = {
                    region = custom_sicily
                    OR = {
                        culture = greek
                        culture_group = arabic
                        culture = norman
                        culture = sicilian
                        culture = sicilian_greek
                        culture = sicilian_arabic
                    }
                }
                OR = {
                    culture = greek
                    culture = italian
                    culture_group = arabic
                    culture = norman
                }
            }
            #anglo-norse melting pot
            NAND = {
                ROOT = {
                    region = custom_england
                    OR = {
                        culture = saxon
                        culture = norse
                        culture = english_norse
                    }
                }
                OR = {
                    culture = saxon
                    culture = norse
                }
            }
            #gallawa melting pot
            NAND = {
                ROOT = {
                    OR = {
                        region = custom_scotland
                        region = custom_ireland
                        region = custom_wales
                        region = custom_brittany
                    }
                    OR = {
                        culture_group = north_germanic
                        culture_group = celtic
                        culture = gallawa
                    }
                }
                OR = {
                    culture_group = north_germanic
                    culture_group = celtic
                }
                NOT = { culture_group = ROOT }
            }
            #russian melting pot
            NAND = {
                NOT = { has_global_flag = russian_melting_pot }
                ROOT = {
                    OR = {
                        region = custom_rus
                        region = custom_novgorod
                        region = custom_muscovy
                    }
                    OR = {
                        culture_group = east_slavic
                        culture = norse
                        culture = russian
                    }
                }
                OR = {
                    culture_group = east_slavic
                    culture = norse
                }
            }
            #norman melting pot
            NAND = {
                ROOT = {
                    region = world_europe_west_francia
                    OR = {
                        culture = norse
                        culture = frankish
                        culture = breton
                        culture = occitan
                        culture = norman
                    }
                }
                OR = {
                    culture = norse
                    culture = frankish
                    culture = breton
                    culture = occitan
                }
            }
            #no flipping back to Norse culture before 1150
            NAND = {
                NOT = {    has_global_flag = norse_culture_flipping }
                ROOT = {
                    OR = {
                        culture = swedish
                        culture = norwegian
                        culture = danish
                        culture = icelandic
                    }
                }
                culture = norse
            }
        }
        #either the owner's capital or there is a neighbor province of that culture
        OR = {
            owner = { capital_scope = { province_id = ROOT } }
            any_neighbor_province = {
                has_owner = yes
                owner = {
                    ROOT = {
                        owner = {
                            culture = PREVPREV
                            culture = PREVPREVPREV
                        }
                    }
                }
            }
        }
    }

    mean_time_to_happen = {
        months = 550
        modifier = {
            factor = 10
            owner = {
                top_liege = {
                    has_law = culture_conversion_0
                }
            }
        }
        modifier = {
            factor = 0.5
            owner = {
                top_liege = {
                    has_law = culture_conversion_2
                }
            }
        }
        modifier = {
            factor = 10
            owner = { independent = no }
            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    owner = {
                        ROOT = {
                            owner = {
                                culture = PREVPREV
                                culture = PREVPREVPREV
                            }
                        }
                    }
                }
            }
        }
        modifier = {
            factor = 5
            owner = { independent = yes }
            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    owner = {
                        ROOT = {
                            owner = {
                                culture = PREVPREV
                                culture = PREVPREVPREV
                            }
                        }
                    }
                }
            }
        }
        modifier = {
            factor = 0.80
            owner = { has_ambition = obj_civilize_province }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 1 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 2 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 3 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 4 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 5 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 6 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 7 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 8 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 9 } }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 11 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 12 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 13 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 14 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 15 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 16 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 17 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 18 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 19 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 20 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 21 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 22 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 23 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 24 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 25 }
        }
        modifier = {
            factor = 0.9
            owner = { trait = gregarious }
        }
        modifier = {
            factor = 1.1
            owner = { trait = shy }
        }
        modifier = {
            factor = 0.9
            owner = { trait = poet }
        }
        modifier = {
            factor = 0.9
            owner = { trait = diligent }
        }
        modifier = {
            factor = 1.1
            owner = { trait = humble }
        }
        modifier = {
            factor = 1.1
            owner = { trait = content }
        }
        modifier = {
            factor = 0.25
            owner = { culture = turkish }
            OR = {
                region = custom_nikaea
                region = custom_trebizond
                region = custom_armenia
            }
            NOT = { year = 1200 }
        }
        modifier = {
            factor = 0.5
            owner = { culture = mongol }
            culture_group = altaic
            NOT = { year = 1300 }
        }
        modifier = {
            factor = 2.0
            owner = { culture = mongol }
            NOT = { culture_group = altaic }
        }
        modifier = {
            factor = 0.75
            owner = { religion_group = muslim }
        }
        modifier = {
            factor = 0.4 # Altaic nomad steppe bonus vs non-Altaics
            owner = {
                culture_group = altaic
            }
            OR = {
                owner = {
                    is_capital = ROOT
                }
                AND = {
                    NOT = { culture_group = altaic }
                    terrain = steppe
                }
            }
        }
        #catholics
        modifier = {
            factor = 5
            OR = {
                culture_group = north_germanic
                culture_group = central_germanic
                culture_group = west_germanic
                culture_group = latin
                culture_group = iberian
                culture_group = celtic
                culture_group = west_slavic
                culture_group = magyar
            }
            owner = {
                NOR = {
                    culture_group = north_germanic
                    culture_group = central_germanic
                    culture_group = west_germanic
                    culture_group = latin
                    culture_group = iberian
                    culture_group = celtic
                    culture_group = west_slavic
                    culture_group = magyar
                }
            }
        }
        #orthodox
        modifier = {
            factor = 5
            OR = {
                culture_group = byzantine
                culture_group = east_slavic
                culture_group = south_slavic
            }
            owner = {
                NOR = {
                    culture = turkish #special
                    culture_group = byzantine
                    culture_group = east_slavic
                    culture_group = south_slavic
                }
            }
        }
        #baltic pagans
        modifier = {
            factor = 5
            OR = {
                culture_group = finno_ugric
                culture_group = baltic
            }
            owner = {
                NOR = {
                    culture_group = finno_ugric
                    culture_group = baltic
                }
            }
        }
        #turks
        modifier = {
            factor = 5
            culture_group = altaic
            owner = {
                NOT = {
                    culture_group = altaic
                }
            }
        }
        #arabs
        modifier = {
            factor = 5
            culture_group = arabic
            owner = {
                NOT = {
                    culture_group = arabic
                }
            }
        }
        #persians
        modifier = {
            factor = 5
            culture_group = iranian
            owner = {
                NOT = {
                    culture_group = iranian
                }
            }
        }
        #africa
        modifier = {
            factor = 5
            culture_group = west_african
            owner = {
                NOT = {
                    culture_group = west_african
                }
            }
        }
        modifier = {
            factor = 5
            culture_group = east_african
            owner = {
                NOT = {
                    culture_group = east_african
                }
            }
        }
        modifier = {
            factor = 0.75
            has_province_flag = recent_depopulation_1
        }
        modifier = {
            factor = 0.5
            has_province_flag = recent_depopulation_2
        }
        modifier = {
            factor = 0.25
            has_province_flag = recent_depopulation_3
        }
        modifier = {
            factor = 3
            OR = {
                has_game_rule = {
                    name = culture_conversion
                    value = slower_normal
                }
                has_game_rule = {
                    name = culture_conversion
                    value = faster_melting_pots_and_slower_normal
                }
            }
        }
    }

    immediate = {
        if = {
            limit = { NOT = { has_province_flag = may_switch_culture } }
            set_province_flag = may_switch_culture
            break = yes
        }
        clr_province_flag = may_switch_culture
        save_event_target_as = converted_province
        add_province_modifier = {
            name = recent_culture_change
            duration = -1
        }
        owner = {
            ROOT = { culture = PREV }
            if = {
                limit = { has_ambition = obj_civilize_province }
                character_event = { id = Plus.334 }
            }
            if = {
                limit = {
                    top_liege = {
                        NOT = { character = PREV }
                        culture = PREV
                        has_ambition = obj_civilize_province
                    }
                }
                top_liege = { character_event = { id = Plus.334 } }
            }
        }
    }
}
Previously what I'd done was take what Ryde had made, dropped any obvious redundancies, and spliced it into the preexisting code for CK2+

Initially, I'd thought that having CK2+ and some HIP components installed would cause the issue, so I uninstalled, keeping the save data, and moved forward with a fresh install. Though that didn't change anything. I'm going to check now to see if it pops for any other characters.

EDIT: After loading the save and playing as a different leader, the fake event pops. I've used three separate characters and after a period of two to 15 days, it fires on all of them.
 
Last edited:
Well currently the line of code that was edited looks like this:

Code:
# Province culture changes
province_event = {
    id = 55000
  
    hide_window = yes
  
    trigger = {
        owner = {
            NOT = { culture = ROOT }
            religion = ROOT
            #does not apply to vassals of a different culture than their liege
            OR = {
                independant = yes
                top_liege = {
                    AND = {
                        NOT = { tier = emperor }
                        culture = PREV
                        }
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        tier = king
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        any_liege = {
                            limit = { tier = king }
                            culture = PREV
                        }
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        any_liege = { # Has no king, duke reports directly to emperor
                            limit = { tier = king }
                            NOT = { count = 1 }
                        }
                        any_liege = {
                            limit = { tier = duke }
                            culture = PREV
                        }
                    }
                    AND = {
                        # Direct liege is emperor
                        liege = {
                            tier = emperor
                        }
                    }
                }
            any_neighbor_province = {
                has_owner = yes
                ROOT = {
                    owner = {
                        culture = PREVPREV
                    }
                }
                owner = {
                    ROOT = {
                        owner = {
                            culture = PREVPREV
                        }
                    }
                }
                NOR = {
                    has_province_modifier = depopulated_1
                    has_province_modifier = depopulated_2
                    has_province_modifier = depopulated_3
                }
            }
            #do not change culture for rulers with papal type succession
            NOR = {
                has_landed_title = k_papal_state
                has_landed_title = k_papal_chalcedon
                has_landed_title = k_chalcedonian
                has_landed_title = d_celtic_pagan_reformed
                has_landed_title = d_hellenic_pagan
                has_landed_title = d_cathar
                has_landed_title = d_bogomilist
                has_landed_title = d_manichean
                has_landed_title = d_fraticelli
            }
            #english melting pot
            NAND = {
                ROOT = {
                    region = custom_england
                    OR = {
                        culture = norman
                        culture = frankish
                        culture = occitan
                        culture = saxon
                        culture = english
                    }
                }
                OR = {
                    culture = norman
                    culture = frankish
                    culture = occitan
                    culture = saxon
                }
            }
            any_demesne_province = {
                NOR = {
                    has_province_flag = recent_depopulation_1
                    has_province_flag = recent_depopulation_2
                    has_province_flag = recent_depopulation_3
                }
            }
            #sicilian melting pot
            NAND = {
                ROOT = {
                    region = custom_sicily
                    OR = {
                        culture = greek
                        culture_group = arabic
                        culture = norman
                        culture = sicilian
                        culture = sicilian_greek
                        culture = sicilian_arabic
                    }
                }
                OR = {
                    culture = greek
                    culture = italian
                    culture_group = arabic
                    culture = norman
                }
            }
            #anglo-norse melting pot
            NAND = {
                ROOT = {
                    region = custom_england
                    OR = {
                        culture = saxon
                        culture = norse
                        culture = english_norse
                    }
                }
                OR = {
                    culture = saxon
                    culture = norse
                }
            }
            #gallawa melting pot
            NAND = {
                ROOT = {
                    OR = {
                        region = custom_scotland
                        region = custom_ireland
                        region = custom_wales
                        region = custom_brittany
                    }
                    OR = {
                        culture_group = north_germanic
                        culture_group = celtic
                        culture = gallawa
                    }
                }
                OR = {
                    culture_group = north_germanic
                    culture_group = celtic
                }
                NOT = { culture_group = ROOT }
            }
            #russian melting pot
            NAND = {
                NOT = { has_global_flag = russian_melting_pot }
                ROOT = {
                    OR = {
                        region = custom_rus
                        region = custom_novgorod
                        region = custom_muscovy
                    }
                    OR = {
                        culture_group = east_slavic
                        culture = norse
                        culture = russian
                    }
                }
                OR = {
                    culture_group = east_slavic
                    culture = norse
                }
            }
            #norman melting pot
            NAND = {
                ROOT = {
                    region = world_europe_west_francia
                    OR = {
                        culture = norse
                        culture = frankish
                        culture = breton
                        culture = occitan
                        culture = norman
                    }
                }
                OR = {
                    culture = norse
                    culture = frankish
                    culture = breton
                    culture = occitan
                }
            }
            #no flipping back to Norse culture before 1150
            NAND = {
                NOT = {    has_global_flag = norse_culture_flipping }
                ROOT = {
                    OR = {
                        culture = swedish
                        culture = norwegian
                        culture = danish
                        culture = icelandic
                    }
                }
                culture = norse
            }
        }
        #either the owner's capital or there is a neighbor province of that culture
        OR = {
            owner = { capital_scope = { province_id = ROOT } }
            any_neighbor_province = {
                has_owner = yes
                owner = {
                    ROOT = {
                        owner = {
                            culture = PREVPREV
                            culture = PREVPREVPREV
                        }
                    }
                }
            }
        }
    }

    mean_time_to_happen = {
        months = 550
        modifier = {
            factor = 10
            owner = {
                top_liege = {
                    has_law = culture_conversion_0
                }
            }
        }
        modifier = {
            factor = 0.5
            owner = {
                top_liege = {
                    has_law = culture_conversion_2
                }
            }
        }
        modifier = {
            factor = 10
            owner = { independent = no }
            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    owner = {
                        ROOT = {
                            owner = {
                                culture = PREVPREV
                                culture = PREVPREVPREV
                            }
                        }
                    }
                }
            }
        }
        modifier = {
            factor = 5
            owner = { independent = yes }
            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    owner = {
                        ROOT = {
                            owner = {
                                culture = PREVPREV
                                culture = PREVPREVPREV
                            }
                        }
                    }
                }
            }
        }
        modifier = {
            factor = 0.80
            owner = { has_ambition = obj_civilize_province }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 1 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 2 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 3 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 4 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 5 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 6 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 7 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 8 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 9 } }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 11 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 12 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 13 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 14 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 15 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 16 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 17 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 18 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 19 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 20 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 21 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 22 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 23 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 24 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 25 }
        }
        modifier = {
            factor = 0.9
            owner = { trait = gregarious }
        }
        modifier = {
            factor = 1.1
            owner = { trait = shy }
        }
        modifier = {
            factor = 0.9
            owner = { trait = poet }
        }
        modifier = {
            factor = 0.9
            owner = { trait = diligent }
        }
        modifier = {
            factor = 1.1
            owner = { trait = humble }
        }
        modifier = {
            factor = 1.1
            owner = { trait = content }
        }
        modifier = {
            factor = 0.25
            owner = { culture = turkish }
            OR = {
                region = custom_nikaea
                region = custom_trebizond
                region = custom_armenia
            }
            NOT = { year = 1200 }
        }
        modifier = {
            factor = 0.5
            owner = { culture = mongol }
            culture_group = altaic
            NOT = { year = 1300 }
        }
        modifier = {
            factor = 2.0
            owner = { culture = mongol }
            NOT = { culture_group = altaic }
        }
        modifier = {
            factor = 0.75
            owner = { religion_group = muslim }
        }
        modifier = {
            factor = 0.4 # Altaic nomad steppe bonus vs non-Altaics
            owner = {
                culture_group = altaic
            }
            OR = {
                owner = {
                    is_capital = ROOT
                }
                AND = {
                    NOT = { culture_group = altaic }
                    terrain = steppe
                }
            }
        }
        #catholics
        modifier = {
            factor = 5
            OR = {
                culture_group = north_germanic
                culture_group = central_germanic
                culture_group = west_germanic
                culture_group = latin
                culture_group = iberian
                culture_group = celtic
                culture_group = west_slavic
                culture_group = magyar
            }
            owner = {
                NOR = {
                    culture_group = north_germanic
                    culture_group = central_germanic
                    culture_group = west_germanic
                    culture_group = latin
                    culture_group = iberian
                    culture_group = celtic
                    culture_group = west_slavic
                    culture_group = magyar
                }
            }
        }
        #orthodox
        modifier = {
            factor = 5
            OR = {
                culture_group = byzantine
                culture_group = east_slavic
                culture_group = south_slavic
            }
            owner = {
                NOR = {
                    culture = turkish #special
                    culture_group = byzantine
                    culture_group = east_slavic
                    culture_group = south_slavic
                }
            }
        }
        #baltic pagans
        modifier = {
            factor = 5
            OR = {
                culture_group = finno_ugric
                culture_group = baltic
            }
            owner = {
                NOR = {
                    culture_group = finno_ugric
                    culture_group = baltic
                }
            }
        }
        #turks
        modifier = {
            factor = 5
            culture_group = altaic
            owner = {
                NOT = {
                    culture_group = altaic
                }
            }
        }
        #arabs
        modifier = {
            factor = 5
            culture_group = arabic
            owner = {
                NOT = {
                    culture_group = arabic
                }
            }
        }
        #persians
        modifier = {
            factor = 5
            culture_group = iranian
            owner = {
                NOT = {
                    culture_group = iranian
                }
            }
        }
        #africa
        modifier = {
            factor = 5
            culture_group = west_african
            owner = {
                NOT = {
                    culture_group = west_african
                }
            }
        }
        modifier = {
            factor = 5
            culture_group = east_african
            owner = {
                NOT = {
                    culture_group = east_african
                }
            }
        }
        modifier = {
            factor = 0.75
            has_province_flag = recent_depopulation_1
        }
        modifier = {
            factor = 0.5
            has_province_flag = recent_depopulation_2
        }
        modifier = {
            factor = 0.25
            has_province_flag = recent_depopulation_3
        }
        modifier = {
            factor = 3
            OR = {
                has_game_rule = {
                    name = culture_conversion
                    value = slower_normal
                }
                has_game_rule = {
                    name = culture_conversion
                    value = faster_melting_pots_and_slower_normal
                }
            }
        }
    }

    immediate = {
        if = {
            limit = { NOT = { has_province_flag = may_switch_culture } }
            set_province_flag = may_switch_culture
            break = yes
        }
        clr_province_flag = may_switch_culture
        save_event_target_as = converted_province
        add_province_modifier = {
            name = recent_culture_change
            duration = -1
        }
        owner = {
            ROOT = { culture = PREV }
            if = {
                limit = { has_ambition = obj_civilize_province }
                character_event = { id = Plus.334 }
            }
            if = {
                limit = {
                    top_liege = {
                        NOT = { character = PREV }
                        culture = PREV
                        has_ambition = obj_civilize_province
                    }
                }
                top_liege = { character_event = { id = Plus.334 } }
            }
        }
    }
}
Previously what I'd done was take what Ryde had made, dropped any obvious redundancies, and spliced it into the preexisting code for CK2+

Initially, I'd thought that having CK2+ and some HIP components installed would cause the issue, so I uninstalled, keeping the save data, and moved forward with a fresh install. Though that didn't change anything. I'm going to check now to see if it pops for any other characters.

EDIT: After loading the save and playing as a different leader, the fake event pops. I've used three separate characters and after a period of two to 15 days, it fires on all of them.
From a quick glance (it really is a lot ^^) I can only spot one potential error:
You misspelled "independent" ("independant" in your code) at the beginning of the trigger. I am not sure, but as I said I am suspecting the trigger section, so you might want to try correcting that. There might be something else, but I don't have time to go through every line right now :p
 
From a quick glance (it really is a lot ^^) I can only spot one potential error:
You misspelled "independent" ("independant" in your code) at the beginning of the trigger. I am not sure, but as I said I am suspecting the trigger section, so you might want to try correcting that. There might be something else, but I don't have time to go through every line right now :p
I'll start there. Since the event fires either at start or within several days of start, it should be fairly easy to check.

I suspect that the "trigger" sections of the code should be fine if all else is fine. As they should only allow it to fire given specific variables

EDIT: Made the change, played around as a few characters, and it still fires. I'm dropping the trigger portions of the tag now.

EDIT-2: The vanilla event also holds the trigger tag. This tells me that the change must be somewhere else. Looking for other possible causes now.
 
Last edited:
I think I have have found the issue. The trigger was essentially forced to close early because of an extra closing bracket. I'm going to insert the new section (see below) into the doc and see how it works. I also swapped some of the vanilla code back into the doc for the sake of simplicity.

Code:
province_event = {
    id = 55000
 
    hide_window = yes
 
    trigger = {
        owner = {
            NOT = { culture = ROOT }
            religion = ROOT
            #does not apply to vassals of a different culture than their liege
            OR = {
                independent = yes
                top_liege = {
                    AND = {
                        NOT = { tier = emperor }
                        culture = PREV
                        }
                    AND = {
                        top_liege = { tier = emperor }
                        tier = king
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        any_liege = {
                            limit = { tier = king }
                            culture = PREV
                        }
                    }
                    AND = {
                        top_liege = { tier = emperor }
                        any_liege = { # Has no king, duke reports directly to emperor
                            limit = { tier = king }
                            NOT = { count = 1 }
                        }
                        any_liege = {
                            limit = { tier = duke }
                            culture = PREV
                        }
                    }
                    AND = {
                        # Direct liege is emperor
                        liege = {
                            tier = emperor
                        }
                    }
                }
            }
            any_neighbor_province = {
                has_owner = yes
                ROOT = {
                    owner = {
                        culture = PREVPREV
                    }
                }
                owner = {
                    ROOT = {
                        owner = {
                            culture = PREVPREV
                        }
                    }
                }
                NOR = {
                    has_province_modifier = depopulated_1
                    has_province_modifier = depopulated_2
                    has_province_modifier = depopulated_3
                }
            }
            #do not change culture for rulers with papal type succession
            NOR = {
                has_landed_title = k_papal_state
                has_landed_title = k_papal_chalcedon
                has_landed_title = k_chalcedonian
                has_landed_title = d_celtic_pagan_reformed
                has_landed_title = d_hellenic_pagan
                has_landed_title = d_cathar
                has_landed_title = d_bogomilist
                has_landed_title = d_manichean
                has_landed_title = d_fraticelli
            }
            #english melting pot
            NAND = {
                ROOT = {
                    region = custom_england
                    OR = {
                        culture = norman
                        culture = frankish
                        culture = occitan
                        culture = saxon
                        culture = english
                    }
                }
                OR = {
                    culture = norman
                    culture = frankish
                    culture = occitan
                    culture = saxon
                }
            }
            any_demesne_province = {
                NOR = {
                    has_province_flag = recent_depopulation_1
                    has_province_flag = recent_depopulation_2
                    has_province_flag = recent_depopulation_3
                }
            }
            #sicilian melting pot
            NAND = {
                ROOT = {
                    region = custom_sicily
                    OR = {
                        culture = greek
                        culture_group = arabic
                        culture = norman
                        culture = sicilian
                        culture = sicilian_greek
                        culture = sicilian_arabic
                    }
                }
                OR = {
                    culture = greek
                    culture = italian
                    culture_group = arabic
                    culture = norman
                }
            }
            #anglo-norse melting pot
            NAND = {
                ROOT = {
                    region = custom_england
                    OR = {
                        culture = saxon
                        culture = norse
                        culture = english_norse
                    }
                }
                OR = {
                    culture = saxon
                    culture = norse
                }
            }
            #gallawa melting pot
            NAND = {
                ROOT = {
                    OR = {
                        region = custom_scotland
                        region = custom_ireland
                        region = custom_wales
                        region = custom_brittany
                    }
                    OR = {
                        culture_group = north_germanic
                        culture_group = celtic
                        culture = gallawa
                    }
                }
                OR = {
                    culture_group = north_germanic
                    culture_group = celtic
                }
                NOT = { culture_group = ROOT }
            }
            #russian melting pot
            NAND = {
                NOT = { has_global_flag = russian_melting_pot }
                ROOT = {
                    OR = {
                        region = custom_rus
                        region = custom_novgorod
                        region = custom_muscovy
                    }
                    OR = {
                        culture_group = east_slavic
                        culture = norse
                        culture = russian
                    }
                }
                OR = {
                    culture_group = east_slavic
                    culture = norse
                }
            }
            #norman melting pot
            NAND = {
                ROOT = {
                    region = world_europe_west_francia
                    OR = {
                        culture = norse
                        culture = frankish
                        culture = breton
                        culture = occitan
                        culture = norman
                    }
                }
                OR = {
                    culture = norse
                    culture = frankish
                    culture = breton
                    culture = occitan
                }
            }
            #no flipping back to Norse culture before 1150
            NAND = {
                NOT = {    has_global_flag = norse_culture_flipping }
                ROOT = {
                    OR = {
                        culture = swedish
                        culture = norwegian
                        culture = danish
                        culture = icelandic
                    }
                }
                culture = norse
            }
        }
        #either the owner's capital or there is a neighbor province of that culture
        OR = {
            owner = { capital_scope = { province_id = ROOT } }
            any_neighbor_province = {
                has_owner = yes
                owner = {
                    ROOT = {
                        owner = {
                            culture = PREVPREV
                            culture = PREVPREVPREV
                        }
                    }
                }
            }
        }
    }

    mean_time_to_happen = {
        months = 550
        modifier = {
            factor = 10
            owner = {
                top_liege = {
                    has_law = culture_conversion_0
                }
            }
        }
        modifier = {
            factor = 0.5
            owner = {
                top_liege = {
                    has_law = culture_conversion_2
                }
            }
        }
        modifier = {
            factor = 10
            owner = { independent = no }
            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    owner = {
                        ROOT = {
                            owner = {
                                culture = PREVPREV
                                culture = PREVPREVPREV
                            }
                        }
                    }
                }
            }
        }
        modifier = {
            factor = 5
            owner = { independent = yes }
            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    owner = {
                        ROOT = {
                            owner = {
                                culture = PREVPREV
                                culture = PREVPREVPREV
                            }
                        }
                    }
                }
            }
        }
        modifier = {
            factor = 0.80
            owner = { has_ambition = obj_civilize_province }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 1 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 2 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 3 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 4 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 5 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 6 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 7 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 8 } }
        }
        modifier = {
            factor = 1.05
            owner = { NOT = { learning = 9 } }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 11 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 12 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 13 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 14 }
        }
        modifier = {
            factor = 0.95
            owner = { learning = 15 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 16 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 17 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 18 }
        }
        modifier = {
            factor = 0.9
            owner = { learning = 19 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 20 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 21 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 22 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 23 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 24 }
        }
        modifier = {
            factor = 0.85
            owner = { learning = 25 }
        }
        modifier = {
            factor = 0.9
            owner = { trait = gregarious }
        }
        modifier = {
            factor = 1.1
            owner = { trait = shy }
        }
        modifier = {
            factor = 0.9
            owner = { trait = poet }
        }
        modifier = {
            factor = 0.9
            owner = { trait = diligent }
        }
        modifier = {
            factor = 1.1
            owner = { trait = humble }
        }
        modifier = {
            factor = 1.1
            owner = { trait = content }
        }
        modifier = {
            factor = 0.25
            owner = { culture = turkish }
            OR = {
                region = custom_nikaea
                region = custom_trebizond
                region = custom_armenia
            }
            NOT = { year = 1200 }
        }
        modifier = {
            factor = 0.5
            owner = { culture = mongol }
            culture_group = altaic
            NOT = { year = 1300 }
        }
        modifier = {
            factor = 2.0
            owner = { culture = mongol }
            NOT = { culture_group = altaic }
        }
        modifier = {
            factor = 0.75
            owner = { religion_group = muslim }
        }
        modifier = {
            factor = 0.4 # Altaic nomad steppe bonus vs non-Altaics
            owner = {
                culture_group = altaic
            }
            OR = {
                owner = {
                    is_capital = ROOT
                }
                AND = {
                    NOT = { culture_group = altaic }
                    terrain = steppe
                }
            }
        }
        #catholics
        modifier = {
            factor = 5
            OR = {
                culture_group = north_germanic
                culture_group = central_germanic
                culture_group = west_germanic
                culture_group = latin
                culture_group = iberian
                culture_group = celtic
                culture_group = west_slavic
                culture_group = magyar
            }
            owner = {
                NOR = {
                    culture_group = north_germanic
                    culture_group = central_germanic
                    culture_group = west_germanic
                    culture_group = latin
                    culture_group = iberian
                    culture_group = celtic
                    culture_group = west_slavic
                    culture_group = magyar
                }
            }
        }
        #orthodox
        modifier = {
            factor = 5
            OR = {
                culture_group = byzantine
                culture_group = east_slavic
                culture_group = south_slavic
            }
            owner = {
                NOR = {
                    culture = turkish #special
                    culture_group = byzantine
                    culture_group = east_slavic
                    culture_group = south_slavic
                }
            }
        }
        #baltic pagans
        modifier = {
            factor = 5
            OR = {
                culture_group = finno_ugric
                culture_group = baltic
            }
            owner = {
                NOR = {
                    culture_group = finno_ugric
                    culture_group = baltic
                }
            }
        }
        #turks
        modifier = {
            factor = 5
            culture_group = altaic
            owner = {
                NOT = {
                    culture_group = altaic
                }
            }
        }
        #arabs
        modifier = {
            factor = 5
            culture_group = arabic
            owner = {
                NOT = {
                    culture_group = arabic
                }
            }
        }
        #persians
        modifier = {
            factor = 5
            culture_group = iranian
            owner = {
                NOT = {
                    culture_group = iranian
                }
            }
        }
        #africa
        modifier = {
            factor = 5
            culture_group = west_african
            owner = {
                NOT = {
                    culture_group = west_african
                }
            }
        }
        modifier = {
            factor = 5
            culture_group = east_african
            owner = {
                NOT = {
                    culture_group = east_african
                }
            }
        }
        modifier = {
            factor = 0.75
            has_province_flag = recent_depopulation_1
        }
        modifier = {
            factor = 0.5
            has_province_flag = recent_depopulation_2
        }
        modifier = {
            factor = 0.25
            has_province_flag = recent_depopulation_3
        }
        modifier = {
            factor = 3
            OR = {
                has_game_rule = {
                    name = culture_conversion
                    value = slower_normal
                }
                has_game_rule = {
                    name = culture_conversion
                    value = faster_melting_pots_and_slower_normal
                }
            }
        }
    }

    immediate = {
        if = {
            limit = { NOT = { has_province_flag = may_switch_culture } }
            set_province_flag = may_switch_culture
            break = yes
        }
        clr_province_flag = may_switch_culture
        save_event_target_as = converted_province
        add_province_modifier = {
            name = recent_culture_change
            duration = -1
        }
        owner = {
            ROOT = { culture = PREV }
            if = {
                limit = { has_ambition = obj_civilize_province }
                character_event = { id = Plus.334 }
            }
            if = {
                limit = {
                    top_liege = {
                        NOT = { character = PREV }
                        culture = PREV
                        has_ambition = obj_civilize_province
                    }
                }
                top_liege = { character_event = { id = Plus.334 } }
            }
        }
    }
}

EDIT: It appeared to work for a few minutes. The event even fired properly. But then the extra bit reared its head again. Going to try replacing the trigger tag with is_triggered_only

EDIT-2: I have confirmed that replacing the code with that originally found in CK2+ solves the issue (up to this point of testing however). And it still utilizes the normal trigger tag. So it has to be with the added sections. Frickle.
 
Last edited:
@09camaro: Can you post just the added sections then? I can't really tell what is old stuff and what is new.
Since the old stuff is confirmed to work, it's easier to just focus on the new stuff then.