FROM = {
liege = {
any_realm_lord = {
...
}
}
}
option = {
name = EVTOPTA_TEST1
random_vassal = {
limit = {
is_councillor = no
is_female = no
}
save_global_event_target_as = target_perp
}
}
EVTOPTA_TEST1;Target is [target_perp.GetFullName];;;;;;;;;x
That does work, just not in this gameI 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?
military_cavalry = 1
Look up how the tech is named in /common/technology.txt since some have other names in code than what is shown ingame.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:
However, this seems incorrect. Any ideas?Code:military_cavalry = 1
change_tech = { technology = TECH_CAVALRY value = 1}
That looks alright, so this is probably a issue of timing: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?
immediate = {
random_vassal = {
limit = {
is_councillor = no
is_female = no
}
save_global_event_target_as = target_perp
}
}
option = {
name = EVTOPTA_TEST1
}
Thanks, I'll try that out and see if it 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.
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.
I just remebered, I know this problem. It happened to me, too, but alas I have forgotten what had caused it.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.
trigger = {
any_vassal = {
limit = { # This is wrong! Limit must only be used in effects, never in triggers
is_female = yes
}
}
}
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:
The wiki states this only works in province scope, so maybe try firing it on your capital, and not your ruler.Code:change_tech = { technology = TECH_CAVALRY value = 1}
--- 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.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.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>)
OK, so this is what my code looks like right now.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?
# 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}
}
}
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.)
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.OK, so this is what my code looks like right now.
So basically, it's an even that calls two different events, depending on what the player picks.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} } }
# 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 works!Thanks, I'll try that out and see if it 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.
And thanks for the info, at least I am a little more confident about changing tradevalue now![]()
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:
The validator should pick that up, but in my case it got buried under so many false positives that I didn't catch it.Code:limit = { # This is wrong! Limit must only be used in effects, never in triggers}
If you think you may have done something like this, maybe go through all your triggers manually.
# 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 } }
}
}
}
}
From a quick glance (it really is a lot ^^) I can only spot one potential error:Well currently the line of code that was edited looks like this:
Previously what I'd done was take what Ryde had made, dropped any obvious redundancies, and spliced it into the preexisting code for CK2+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 } } } } } }
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.
I'll start there. Since the event fires either at start or within several days of start, it should be fairly easy to check.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![]()
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 } }
}
}
}
}