I'm not aware of a specific trigger you can use. Nor do I know this will work, but you could try it and tell us:Is there a condition to compare the number of provinces or holdings (i.e. realm size) of the realms of two characters?
ROOT = {
export_to_variable = { which = myrealmvar value = realm_size }
export_to_variable = { which = hisrealmvar value = realm_size who = FROM }
}
Is it a specific sovereign who can give it, or just 1 who could be anybody?OK, here's another one from me: There is a particular minor title, unique in the whole world. (It has grant = 1, and only one sovereign is permitted to appoint it.) What is the most efficient way to check whether it currently has a holder?
Specifically, it's whoever the current holder of k_papal_state is.Is it a specific sovereign who can give it, or just 1 who could be anybody?
I'm not aware of a specific trigger you can use. Nor do I know this will work, but you could try it and tell us:
Code:ROOT = { export_to_variable = { which = myrealmvar value = realm_size } export_to_variable = { which = hisrealmvar value = realm_size who = FROM } }
(Assuming the 2 you want to compare are ROOT & FROM…)
Then you could use the standard variable checks to do something with them.
You can of course mod that, no need to overwrite any DLC.I want to create musical DLC, containing at least 30 songs, with approx one song per culture. Do I have to buy one music pack and replace it or I can create this kind of things from scratch?
A change what made to the game to force all courtiers to be generated with a dynasty if they are in the history files if I remember correctly.
You have to do effect = { dynasty = none } on their birth I believe to have the game force them to be lowborn
Yep, however as far as I know it is the only way unless you define all your lowborns with the same dynasty then on startup overwrite that dynasty by scoping to one of them and doing any_dynasty_member_even_if_dead and making them lowborn. That should mean you only end up with one extra dynasty but not sure if that is worse for the game engine to scope to all lowborns at the start of every game.For long-term cleanliness sake, if you use this method does the random dynasty get generated anyway, just that the new member gets overwritten as lowborn?
I ask because the save file would still then be burdened with unused dynasties, a pet peeve of mine when I started editing save files.
How large is the map?I've created custom maps before and is familiarized with the process. However, my latest map is totally black, i.e. has no texture. Tried reinstalling the game and deleting cache files, with no result.
Specifically, it's whoever the current holder of k_papal_state is.
k_papal_state = {
any_courtier_or_vassal = {
has_minor_title = title_YourTitleHere
}
}
Where should I be looking / is it moddable on how often the AI uses hunt apostates or whatever else that may be leading them to burning spouses and close relatives at the stake?
My eyes were bleeding after looking through mnm_secret_religious_societies_decisions.txt (don't think its there) and councillor_decision.txt was surprisingly bare.
It seems to be having way too often in my game and I'd like to tone it down. I've had AI literally burn through multiple wives and I'm pretty sure I've seen them burn their sons alive!!!
#Lord Spiritual finds a heretic
character_event = {
id = 75050
desc = "EVTDESC75050"
picture = GFX_evt_heretic
capable_only = yes
is_triggered_only = yes
trigger = {
independent = no
has_job_title = job_spiritual
trait = zealous
liege = {
religion = ROOT
NOT = {
character = ROOT
}
any_courtier = {
age = 16
is_heresy_of = ROOT
prisoner = no
}
}
}
weight_multiplier = {
days = 1
}
immediate = {
liege = {
random_courtier = {
limit = {
age = 16
is_heresy_of = ROOT
prisoner = no
}
save_event_target_as = target_heretic
}
}
}
option = {
name = "EVTOPTA75050" #Demand to liege that vassal should be burned at the stake
liege = {
character_event = {
id = 75051
days = 1
random = 2
tooltip = "EVTTOOLTIP75051"
}
}
}
option = {
name = "EVTOPTB75050" #Demand to liege that X should be exiled.
liege = {
character_event = {
id = 75052
days = 1
random = 2
tooltip = "EVTTOOLTIP75052"
}
}
}
}
###unique buildings###
ca_goldmine = {
desc = ca_goldmine_desc
potential = {
OR = {
province_id = 174 #Golden Tooth (2)
province_id = 175 #Nunn's Deep
province_id = 177 #Pendrick Hills
province_id = 173 #Ashemark
province_id = 178 #Sarsfield
province_id = 179 #Goldshire
province_id = 180 #Hornvale
province_id = 181 #Brent Brook
province_id = 182 #Casterly Rock
province_id = 187 #Castamere
region = world_asshai
duchy = { title = d_the_axe }
}
}
gold_cost = 400
build_time = 730
tax_income = 4
ai_creation_factor = 110
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
extra_tech_building_start = 10.0 # Never get at start of game
}
ca_large_goldmine = {
desc = ca_goldmine_desc
potential = {
FROMFROM = {
OR = {
title = b_casterly_rock
title = b_castamere
title = b_axemountainscastle
title = b_axecastle
}
}
}
upgrades_from = ca_goldmine
#trigger = { always = no }
gold_cost = 400
build_time = 160
tax_income = 8
ai_creation_factor = 110
}
ca_silvermine = {
desc = ca_silver_desc
potential = {
OR = {
province_id = 164 #The Crag
province_id = 170 #Maunhill
province_id = 189 #Myatt
province_id = 190 #Lonmont
province_id = 195 #Silverhall
province_id = 334 #Yronwood
}
}
gold_cost = 500
build_time = 730
tax_income = 4
ai_creation_factor = 110
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
extra_tech_building_start = 10.0 # Never get at start of game
}
###unique buildings###
ca_goldmine = {
desc = ca_goldmine_desc
potential = {
OR = {
# province_id = 174 #Golden Tooth (2)
# province_id = 175 #Nunn's Deep
# province_id = 177 #Pendrick Hills
# province_id = 173 #Ashemark
# province_id = 178 #Sarsfield
# province_id = 179 #Goldshire
# province_id = 180 #Hornvale
# province_id = 181 #Brent Brook
# province_id = 182 #Casterly Rock
# province_id = 187 #Castamere
region = world_westerlands # akchir
region = world_asshai
duchy = { title = d_the_axe }
}
}
gold_cost = 400
build_time = 730
tax_income = 4
ai_creation_factor = 110
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
extra_tech_building_start = 10.0 # Never get at start of game
}
ca_large_goldmine = {
desc = ca_goldmine_desc
potential = {
FROMFROM = {
OR = {
# title = b_casterly_rock
# title = b_castamere
# province_id = 174 #Golden Tooth (2)
duchy = { title = d_golden_tooth }
province_id = 182 #Casterly Rock
province_id = 187 #Castamere
# province_id = 181 #Lannisport
title = b_axemountainscastle
title = b_axecastle
}
}
}
upgrades_from = ca_goldmine
#trigger = { always = no }
gold_cost = 400
build_time = 160
tax_income = 8
ai_creation_factor = 110
}
ca_silvermine = {
desc = ca_silver_desc
potential = {
OR = {
# province_id = 164 #The Crag
# province_id = 170 #Maunhill
# province_id = 189 #Myatt
# province_id = 190 #Lonmont
# province_id = 195 #Silverhall
duchy = { title = d_silverhill }
province_id = 334 #Yronwood
}
}
gold_cost = 500
build_time = 730
tax_income = 4
ai_creation_factor = 110
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
extra_tech_building_start = 10.0 # Never get at start of game
}
potential = {
FROMFROM = {
OR = {
# title = b_casterly_rock
# title = b_castamere
# province_id = 174 #Golden Tooth (2)
duchy = { title = d_golden_tooth }
province_id = 182 #Casterly Rock
province_id = 187 #Castamere
# province_id = 181 #Lannisport
title = b_axemountainscastle
title = b_axecastle
}
}
}
potential = {
OR = {
duchy = { title = d_golden_tooth }
province_id = 182 #Casterly Rock
province_id = 187 #Castamere
FROMFROM = {
OR = {
title = b_axemountainscastle
title = b_axecastle
}
}
}
}
Yep, and 75040 too.Probably
in job_flavour_events.txtCode:#Lord Spiritual finds a heretic character_event = { id = 75050 desc = "EVTDESC75050" picture = GFX_evt_heretic capable_only = yes is_triggered_only = yes trigger = { independent = no has_job_title = job_spiritual trait = zealous liege = { religion = ROOT NOT = { character = ROOT } any_courtier = { age = 16 is_heresy_of = ROOT prisoner = no } } } weight_multiplier = { days = 1 } immediate = { liege = { random_courtier = { limit = { age = 16 is_heresy_of = ROOT prisoner = no } save_event_target_as = target_heretic } } } option = { name = "EVTOPTA75050" #Demand to liege that vassal should be burned at the stake liege = { character_event = { id = 75051 days = 1 random = 2 tooltip = "EVTTOOLTIP75051" } } } option = { name = "EVTOPTB75050" #Demand to liege that X should be exiled. liege = { character_event = { id = 75052 days = 1 random = 2 tooltip = "EVTTOOLTIP75052" } } } }
notepad++; use "search in files for" in CK2/events text: "stake", tada.
Disclaimer: that of course doesn't necessarily mean that its indeed the event you refer to, but i'd say it is..
Admittedly the more interesting part is probably how this event gets triggered in the first place...
The part to exclude spouses or close relatives would be in the follow-up event (75051) i suppose.
Yep, and 75040 too.
Those are fired from early random events (on_action), and are extremely poorly designed. No check for traits or anything. A kind ruler can outright decide to burn his lover or concubine (or even primary spouse) who's pregnant with his child, or his own children. If you keep an eye of how many concubines end up burned by that event, the number is actually ridiculously high.
It's even worse now that it doesn't check for secret religions either.
One of the first things I fixed in my personal mod.
#Lord Spiritual finds infidel
character_event = {
id = 75040
desc = "EVTDESC75040"
picture = GFX_evt_heretic
capable_only = yes
is_triggered_only = yes
trigger = {
independent = no
has_job_title = job_spiritual
trait = zealous
liege = {
is_nomadic = no
religion = ROOT
NOT = {
character = ROOT
}
any_courtier = {
age = 16
NOT = {
religion_group = ROOT
}
NOT = {
has_character_flag = banished_religion
}
NOT = {
character = ROOT
}
prisoner = no
NOT = {
is_close_relative = ROOT
is_friend = ROOT
is_main_spouse = ROOT
is_consort = ROOT
is_lover = ROOT
dynasty = ROOT
}
}
}
}
weight_multiplier = {
days = 1
}
immediate = {
liege = {
random_courtier = {
limit = {
age = 16
NOT = {
religion_group = ROOT
}
NOT = {
has_character_flag = banished_religion
}
NOT = {
character = ROOT
}
prisoner = no
NOT = {
is_close_relative = ROOT
is_friend = ROOT
is_main_spouse = ROOT
is_consort = ROOT
is_lover = ROOT
dynasty = ROOT
}
}
save_event_target_as = target_infidel
}
}
}
option = {
name = "EVTOPTA75040" #Demand to liege that vassal should be burned at the stake
liege = {
character_event = {
id = 75041
days = 1
random = 2
tooltip = "EVTTOOLTIP75041"
}
}
}
option = {
name = "EVTOPTB75040" #Demand to liege that X should be exiled.
liege = {
character_event = {
id = 75042
days = 1
random = 2
tooltip = "EVTTOOLTIP75042"
}
}
}
}
#Liege burns infidel?
character_event = {
id = 75041
desc = "EVTDESC75041"
picture = GFX_evt_heretic
is_triggered_only = yes
option = {
name = "EVTOPTA75041"
event_target:target_infidel = {
any_courtier = {
limit = {
religion = PREV
prisoner = no
NOT = {
character = ROOT
}
NOT = {
character = PREV
}
}
opinion = {
modifier = opinion_burned_same_faith
who = ROOT
years = 5
}
}
death = {
death_reason = death_execution_burning
killer = ROOT
}
}
FROM = {
opinion = {
modifier = opinion_satisfied
who = ROOT
years = 2
}
hidden_tooltip = {
character_event = {
id = 75043
days = 1
random = 2
}
}
}
ai_chance = {
factor = 50
modifier = {
factor = 0
OR = {
is_close_relative = ROOT
is_friend = ROOT
is_main_spouse = ROOT
is_consort = ROOT
is_lover = ROOT
}
}
modifier = { factor = 0.25 dynasty = ROOT }
modifier = { factor = 10 is_rival = ROOT }
modifier = {
factor = 0.1
OR = {
AND = {
event_target:target_heretic = { religion_group = christian }
trait = sympathy_christendom
}
AND = {
event_target:target_heretic = { religion_group = muslim }
trait = sympathy_islam
}
AND = {
event_target:target_heretic = { religion_group = pagan_group }
trait = sympathy_pagans
}
AND = {
event_target:target_heretic = { religion_group = zoroastrian_group }
trait = sympathy_zoroastrianism
}
AND = {
event_target:target_heretic = { religion_group = jewish_group }
trait = sympathy_judaism
}
AND = {
event_target:target_heretic = { religion_group = indian_group }
trait = sympathy_indian
}
}
}
modifier = { factor = 0.5 trait = cynical }
modifier = { factor = 0.5 trait = just }
modifier = { factor = 0.2 trait = trusting }
modifier = { factor = 0.2 trait = kind }
modifier = { factor = 2 trait = zealous }
modifier = { factor = 2 trait = cruel }
modifier = { factor = 2 trait = impaler }
}
}
option = {
name = "EVTOPTB75041"
event_target:target_infidel = {
opinion = {
modifier = opinion_grateful
who = ROOT
years = 2
}
}
any_courtier = {
limit = {
trait = zealous
religion = ROOT
NOT = {
character = ROOT
}
prisoner = no
}
opinion = {
modifier = opinion_ignored_infidel
who = ROOT
years = 5
}
}
FROM = {
hidden_tooltip = {
character_event = {
id = 75044
days = 1
random = 2
}
}
}
ai_chance = {
factor = 50
modifier = {
factor = 2
NOT = { trait = zealous }
OR = {
AND = {
event_target:target_heretic = { trait = sympathy_christendom }
religion_group = christian
}
AND = {
event_target:target_heretic = { trait = sympathy_islam }
religion_group = muslim
}
AND = {
event_target:target_heretic = { trait = sympathy_pagans }
religion_group = pagan_group
}
AND = {
event_target:target_heretic = { trait = sympathy_zoroastrianism }
religion_group = zoroastrian_group
}
AND = {
event_target:target_heretic = { trait = sympathy_judaism }
religion_group = jewish_group
}
AND = {
event_target:target_heretic = { trait = sympathy_indian }
religion_group = indian_group
}
}
}
modifier = {
factor = 2 # More likely to release if I like victim more than you
likes_better_than = { who = event_target:target_heretic than = FROM }
}
modifier = {
factor = 2 # More likely to release if I find her attractive
event_target:target_heretic = { is_valid_attraction = ROOT trait = fair }
}
}
}
}
#Liege banish infidel?
character_event = {
id = 75042
desc = "EVTDESC75042"
picture = GFX_evt_heretic
is_triggered_only = yes
option = {
name = "EVTOPTA75042"
event_target:target_infidel = {
banish = yes
any_courtier = {
limit = {
religion = PREV
NOT = {
character = ROOT
}
NOT = {
character = PREV
}
prisoner = no
}
opinion = {
modifier = opinion_banished_same_faith
who = ROOT
years = 5
}
}
}
FROM = {
opinion = {
modifier = opinion_satisfied
who = ROOT
years = 2
}
hidden_tooltip = {
character_event = {
id = 75045
days = 1
random = 2
}
}
}
ai_chance = {
factor = 50
modifier = {
factor = 0.2
OR = {
is_close_relative = ROOT
is_friend = ROOT
is_lover = ROOT
is_consort = ROOT
}
}
modifier = {
factor = 0
OR = {
is_child_of = ROOT
is_main_spouse = ROOT
}
}
modifier = { factor = 0.8 dynasty = ROOT }
modifier = { factor = 10 is_rival = ROOT }
modifier = {
factor = 0.5
OR = {
AND = {
event_target:target_heretic = { religion_group = christian }
trait = sympathy_christendom
}
AND = {
event_target:target_heretic = { religion_group = muslim }
trait = sympathy_islam
}
AND = {
event_target:target_heretic = { religion_group = pagan_group }
trait = sympathy_pagans
}
AND = {
event_target:target_heretic = { religion_group = zoroastrian_group }
trait = sympathy_zoroastrianism
}
AND = {
event_target:target_heretic = { religion_group = jewish_group }
trait = sympathy_judaism
}
AND = {
event_target:target_heretic = { religion_group = indian_group }
trait = sympathy_indian
}
}
}
modifier = { factor = 0.5 trait = cynical }
modifier = { factor = 0.5 trait = just }
modifier = { factor = 0.2 trait = trusting }
modifier = { factor = 2 trait = zealous }
}
}
option = {
name = "EVTOPTB75042"
event_target:target_infidel = {
opinion = {
modifier = opinion_grateful
who = ROOT
years = 2
}
}
any_courtier = {
limit = {
trait = zealous
religion = ROOT
prisoner = no
NOT = {
character = ROOT
}
}
opinion = {
modifier = opinion_ignored_infidel
who = ROOT
years = 5
}
}
FROM = {
hidden_tooltip = {
character_event = {
id = 75046
days = 1
random = 2
}
}
}
ai_chance = {
factor = 50
modifier = {
factor = 2
NOT = { trait = zealous }
OR = {
AND = {
event_target:target_heretic = { trait = sympathy_christendom }
religion_group = christian
}
AND = {
event_target:target_heretic = { trait = sympathy_islam }
religion_group = muslim
}
AND = {
event_target:target_heretic = { trait = sympathy_pagans }
religion_group = pagan_group
}
AND = {
event_target:target_heretic = { trait = sympathy_zoroastrianism }
religion_group = zoroastrian_group
}
AND = {
event_target:target_heretic = { trait = sympathy_judaism }
religion_group = jewish_group
}
AND = {
event_target:target_heretic = { trait = sympathy_indian }
religion_group = indian_group
}
}
}
modifier = {
factor = 2 # More likely to release if I like victim more than you
likes_better_than = { who = event_target:target_heretic than = FROM }
}
modifier = {
factor = 2 # More likely to release if I find her attractive
event_target:target_heretic = { is_valid_attraction = ROOT trait = fair }
}
}
}
}