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Is there no way of removing a religion authority modifier added through the effect religion_authority? I read in this thread after a quick search that there was no remove_religion_authority (at least in 2015) and neither wiki nor the modding suggestions list it.
 
Is there no way of removing a religion authority modifier added through the effect religion_authority? I read in this thread after a quick search that there was no remove_religion_authority (at least in 2015) and neither wiki nor the modding suggestions list it.

To the best of my knowledge, you can't remove such a modifier and have to try to cancel it out with an opposing modifier.
 
To the best of my knowledge, you can't remove such a modifier and have to try to cancel it out with an opposing modifier.
Then I will make a modding suggestion for it, I don't see why this would be an exception.
 
Is prosperity fully moddable? Could I add more prosperity tiers?

Yes, it's basically just a set of province modifiers and associated events.


edit: Not sure where that bit before the quote came from.
 
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I need some help with map modding. I added two provinces (Berlin and Neumark) and they are not really working correctly
https://imgur.com/a/QRcJf
They have this weird border around them and cant seem to find the problem. Im sure I have put in all informations correctly, with the title history and everything. Google didnt help me at all.
Bonus question: is it possible to mod an elective succession in which only certain dukes are allowed to vote?
 
Hi, I asked a month ago for help to create an event that pops when the character conquers a duchy, but nothing happened, I think that maybe I understood something bad when one of you tried to help:
Code:
namespace = Domuit.1
character_event={
    id = Domuit
    title = EVTNAMEDoM
    desc = EVTDESCDoM
   
    trigger = {
            has_landed_title = d_vasconia
            has_landed_title = k_visigothica  
           
        NOT = { has_character_flag    = Domuit }      
        ai = no
    }
     
    mean_time_to_happen = {
        days = 1
    }
    option = {
        name = EVTOPTADoM.1
        set_character_flag = Domuit
        prestige = 200
    }
}
 
Hi, I asked a month ago for help to create an event that pops when the character conquers a duchy, but nothing happened, I think that maybe I understood something bad when one of you tried to help:
Code:
namespace = Domuit.1
character_event={
    id = Domuit
    title = EVTNAMEDoM
    desc = EVTDESCDoM
 
    trigger = {
            has_landed_title = d_vasconia
            has_landed_title = k_visigothica
         
        NOT = { has_character_flag    = Domuit }    
        ai = no
    }
   
    mean_time_to_happen = {
        days = 1
    }
    option = {
        name = EVTOPTADoM.1
        set_character_flag = Domuit
        prestige = 200
    }
}
I am not sure if you have any further problems, but there is a syntax error in the code you posted:
It has to be the namespace without the number, and the event_id with it. You basically switched these two, and so the event can not work.
 
I am not sure if you have any further problems, but there is a syntax error in the code you posted:
It has to be the namespace without the number, and the event_id with it. You basically switched these two, and so the event can not work.
Nope, there must be something more
Edit: I changed what you said
 
Nope, there must be something more
Edit: I changed what you said

Have you tried turning on advanced logging?

-debug -debugscripts in launch options (via steam). This will give you more information in the error.log file.

Code:
namespace = domuit

character_event = {
    id = domuit.1
    title = EVTNAMEDoM
    desc = EVTDESCDoM
    picture = GFX_evt_comet

    ai = no
 
    trigger = {
        has_landed_title = d_vasconia
        has_landed_title = k_visigothica
        NOT = { has_character_flag = Domuit }    
    }

    mean_time_to_happen = {
        months = 1
    }
  
    option = {
        name = EVTOPTADoM.1
        set_character_flag = Domuit
        prestige = 200
    }
}

Also that event alone won't popup when conquering a duchy, you'd need to turn it into an on_action. Right now it'll just fire very regularly for a player that holds both the kingdom of visigothica and the duchy of vasconia.
 
Have you tried turning on advanced logging?

-debug -debugscripts in launch options (via steam). This will give you more information in the error.log file.

Code:
namespace = domuit

character_event = {
    id = domuit.1
    title = EVTNAMEDoM
    desc = EVTDESCDoM
    picture = GFX_evt_comet

    ai = no
 
    trigger = {
        has_landed_title = d_vasconia
        has_landed_title = k_visigothica
        NOT = { has_character_flag = Domuit }   
    }

    mean_time_to_happen = {
        months = 1
    }
 
    option = {
        name = EVTOPTADoM.1
        set_character_flag = Domuit
        prestige = 200
    }
}

Also that event alone won't popup when conquering a duchy, you'd need to turn it into an on_action. Right now it'll just fire very regularly for a player that holds both the kingdom of visigothica and the duchy of vasconia.
Oh yes it is true, I'll try it THX
 
In minor titles, what is the difference between lose_effect and retire_effect?
And do they trigger after the character's death?

Edit: And what happens if I give a character a unique minor title using give_minor_title command while he already has another unique minor title?
 
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In minor titles, what is the difference between lose_effect and retire_effect?
And do they trigger after the character's death?

Edit: And what happens if I give a character a unique minor title using give_minor_title command while he already has another unique minor title?
The non-empty lose_effects in 00_job_titles.txt and 00_minor_titles.txt all give the ex-title holders opinions modifiers for being fired. All the retire_effects are empty, but it sounds like that would be for when they are no longer qualified to hold the title or voluntarily resign, rather than getting fired.

Changelog: "- Added a is_unique flag for minor titles. Only one unique minor title can be held by each character."
So, either the new one should cancel the old, or the old should block the new. Possibly, using give_minor_title doesn't respect uniqueness… Only one way to find out.
 
Hi guys!
I have a question about modding, making my own for the first time for personal use. I've created custom cultures but I'm wondering, every game tons of random npcs spawn, right? How does this work? Do I have to make every peasant, or will they spawn in the regions in a correct number with the correct culture and graphical culture?

Thank you!
 
Quick question:

Can you make it so that when you are controlling an empire, your non-de-jure vassal kingdoms will use dynamic landed title names based on their king's culture instead of the emperor's?

Explaination:
I am the greek Emperor of the Byzantine Empire, and I also have the Kingdom of Wallachia as my vassal. The King of Wallachia is a romanian guy (Rumân in-game) but currently all of his provinces have greek names on the map. I want his provinces to have romanian / rumân names. When enough time has passed and Wallachia becomes a de-jure part of the Empire, only then should those provinces have greek names, regardless of the Wallachian King's culture.
 
Does anyone know what event causes the random loss of artifacts on succession and if so where to find it? I'd like to make it so important artifacts like the Seal of M and the Bones of Saint Peter can't just up and vanish.