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What's the practical difference between can_hold_titles and cannot_inherit?
Exactly as it sounds.

can_hold_titles = no: can't hold any titles at all. Mostly useful for non-humanoid species such as horses.
cannot_inherit = yes: can't inherit, but everything else is fine. Such as being granted a title by the liege, or creating a new one.
 
Exactly as it sounds.

can_hold_titles = no: can't hold any titles at all. Mostly useful for non-humanoid species such as horses.
cannot_inherit = yes: can't inherit, but everything else is fine. Such as being granted a title by the liege, or creating a new one.

Hmm.. maybe I don't play with theocracies enough.. i always thought I couldn't grant land to monks sworn to take vows?
 
Where do I define the end game year?
Might just be missing it, but I didn't see an option for it in defines.lua and my mod's custom timeline passes far beyond the vanilla end year (2100).
Everything else is set up for the game to start in that year properly, but naturally the game ends just as soon as it starts.
 
Where do I define the end game year?
Might just be missing it, but I didn't see an option for it in defines.lua and my mod's custom timeline passes far beyond the vanilla end year (2100).
Everything else is set up for the game to start in that year properly, but naturally the game ends just as soon as it starts.
In the common folder the defines.txt file
 
Perusing traits modding wiki I'm toying with the idea of using the castes mechanic for fantasy races. For example, "brahmin" tier for pureblooded elf (vampire, or whatever), it gets dilutted to half blood, part-blood, then finally ordinary humans as you marry with humans.

Is it feasible to repurpose this mechanic in this manner?

How much is the caste system hard-coded? In particular, is there some place I could mod so that Tier 3 marry Tier 1 produces a Tier 2 child instead of Tier 1?
 
I'm just asking here to make 100% sure I am not overlooking anything, before suggesting these as additions.

Am I right in assuming that there are currently no conditions to check for:
1) Bordering a Minor River (province)
2) a Climate (Mild/Normal/Sever Winter, Temperate) - not the is_winter, which only checks if there is a winter *right now* (province)
3) Tax Income (holding)
4) Tradevalue (holding)
5) currently being looted (province)​


I am still quite astonished that the first two aren't in, and I still hope to be mistaken. Something this fundamental should be accessible somehow imo.
I don't want to be annoying, but can anyone confirm that I am not overlooking stuff?
Because I don't want to post needless suggestions...
 
So I have been searching through the decisions folder, as well as the events folder, looking for a few events whose base code I can use and edit. I was hoping to use the Varangian event and modify it to create a Lôke-Rim event. Unfortunately I haven't been able to find it, does anyone know where I might find it?
 
Ah so something odd has occured. While testing my Rhûn title, I noticed this...
ck2_1.png


Now it doesn't say that the game will end if I die, probably because I have heirs and I hold two landed titles, but what is up with these laws? Is it because I am Tengri Pagan?
 
Thanks.

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I'm presuming the naming conventions are hardcoded? For example, I wouldn't be able to switch surname and first name around as is done in many eastern cultures, at least in display?
You might be able to mess with some of it localisation wise but probably not all
 
There's a targeted decision named Prepare Invasion for Norse rulers which I want to modify. Where do I find it?

There are a few things you can change in the defines and the religion files (and some global flags set in the history file for k_denmark), but aside from those the targeted decision is hardcoded. However, it should be possible to create a replacement decision if you want to change other things, but that will be more work.
 
I'm presuming the naming conventions are hardcoded? For example, I wouldn't be able to switch surname and first name around as is done in many eastern cultures, at least in display?

I had thought that's what "prefix = yes" is for, but reading about it again it seems it only applies to patronyms and not dynasty surnames. Seems like a good idea to pose as a suggestion/request so modders can make their own China expansion etc. before they fully wrap up the game.
 
Why would the following code create a character with a random dynasty rather than dynasty # 2 in the dynasty file (Orsini)?

Code:
create_random_diplomat = {
            random_traits = yes
            dynasty = 2 #Orsini
            culture = italian
            religion = catholic
            age = 16
            attributes = {
                martial = 6
                diplomacy = 6
                stewardship = 6
                intrigue = 6
                learning = 6
            }
            health = 7
            fertility = 1.0
        }

On closer investigation, NONE of my characters spawned in my mod are getting the dynasties they're supposed to-- all are getting random dynasties.

Even if I disable all mods and fire one of the vanilla events (like spawning Roland), the new characters still get a random dynasty. Is this a Paradox bug?
 
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