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Yes, so something like "grant_title = e_parthava"
Is there a specific location/way I am supposed to input the code so that it works how I expect it to?
 
You would put that in the scope of the character receiving the title.
I think you can also do the reverse, where you're in the scope of the title and putting the scope of the character on the right hand side, if you're in a situation where that makes more sense.
 
You would put that in the scope of the character receiving the title.
I think you can also do the reverse, where you're in the scope of the title and putting the scope of the character on the right hand side, if you're in a situation where that makes more sense.
Alright so I tried just throwing it in under the effect section like this
random_claim = {
grant_title = e_parthava
}

That didn't work. So I tried removing the random_claim and just put it in as grant_title = e_parthava. However that failed too. When you said place it within the scope, what did you mean?
 
I am having trouble getting this event to fire although it was working before when I was using IF/limits for my requirements.

Not too sure I am doing it the right way now. Looking for some advice on to proceed.
Code:
character_event = {
     
        id = CHIV.002
        desc = EVTDESC002CHIV
        #DISBAND SOCIETY IF GRANDMASTER REQ NOT MET

        is_in_society = yes

        trigger = { #GRANDMASTER OF ORDER DOES NOT HAVE REQS
            is_society_grandmaster = yes
            society_member_of = order_of_the_garter
            NOR = {
                landed_title = k_england
                primary_title = { title = k_england }
                culture = english
                religion_group = christian
                is_feudal = yes
            }    
        }

        immediate = { #DISMISSES ALL MEMBERS
            any_society_member = {
                limit = {
                    society_member_of = order_of_the_garter
                }
                leave_society = yes
            }
            leave_society = yes
        }

        option = {
            name = EVTOPTA002CHIV
        }
}
Hate to bump this but I still can't manage to get this one to fire.
 
Hate to bump this but I still can't manage to get this one to fire.

"landed_title" is not a valid condition AFAIK; it should be "has_landed_title" instead. That could be the reason.
 
Alright so I tried just throwing it in under the effect section like this
random_claim = {
grant_title = e_parthava
}

That didn't work. So I tried removing the random_claim and just put it in as grant_title = e_parthava. However that failed too. When you said place it within the scope, what did you mean?

random_claim is a title scope - you can't grant a title to another title. In that case, grant_title can also point to a character.
To have it grant a specific title like that, your current scope needs to be the character you are giving the title to.
How scopes work and a list of commands to change scopes can be found here: https://ck2.paradoxwikis.com/Scopes
 
Is it possible to change mercenary title religion by effect? The wiki doesn't seem to have any entry for it, and the religion effect only scopes to character/province according to it.
 
Is it possible to change mercenary title religion by effect? The wiki doesn't seem to have any entry for it, and the religion effect only scopes to character/province according to it.
Yep it does work, you can change the religions of title with the religion effect. A fix for an issue in 2.8 does exactly this.
- Fixed being able to found a Holy Order as a heresy that has become the orthodoxy but not be able to raise the Holy Order
Code:
immediate = {
    activate_title = { title = d_holy_sepulchre status = yes }
    create_character = {
        random_traits = no
        dynasty = random
        religion = ROOT
        culture = greek
        female = no
        age = 31
        trait = brilliant_strategist
        trait = zealous
        trait = humble
        trait = ambitious
        trait = strategist
        trait = holy_warrior
    }
    new_character = {
        wealth = 500
        d_holy_sepulchre = {
            grant_title = PREV
            religion = PREV ################Changing the religion of the title so the heresy that has become the new main can use the holy order
        }
 
Yep it does work, you can change the religions of title with the religion effect. A fix for an issue in 2.8 does exactly this.
Thank for clarifying this, I will make sure to update the wiki accordingly!
 
I was just looking at CB modding. According to the wiki, the 4 <attacker|defender>_ai_<victory|defeat>_worth parameters all set the minimum warscore to offer/accept defeat. But looking at vanilla CBs, some have values of 150 or 200, with no modifiers that could possibly bring them down to or below 100. If they are capped at 100 effective value, what is the point of having them higher? And if uncapped, how does one get 200 warscore?

On a related note, the wiki also says that targets of the Make Tributary CB "may surrender immediately upon war declaration". But the worst case has the defender_ai_defeat_worth at 1.9% warscore, not 0. Do they ever actually surrender immediately?
 
I was just looking at CB modding. According to the wiki, the 4 <attacker|defender>_ai_<victory|defeat>_worth parameters all set the minimum warscore to offer/accept defeat. But looking at vanilla CBs, some have values of 150 or 200, with no modifiers that could possibly bring them down to or below 100. If they are capped at 100 effective value, what is the point of having them higher? And if uncapped, how does one get 200 warscore?

It's basically so that the AI will occupy more holdings when using cbs that usurp all occupied titles, like a player would. It probably uses a slightly different warscore calculation where it isn't capped.
 
It's basically so that the AI will occupy more holdings when using cbs that usurp all occupied titles, like a player would. It probably uses a slightly different warscore calculation where it isn't capped.
That would explain a lot of it. But it can't just be the occupied titles thing, because this includes bid_for_independence & depose_liege, that don't benefit from that. Perhaps to really grind down the liege's levy, so he won't be a problem for quite a while…
 
I'm trying to create an event that will fire on character religious conversion, but will exclude the conversion from reformed to unreformed and back, without specifically saying "if prev religion is aztec or aztec_reformed and current religion is aztec or aztec_reformed, skip this event" etc.

I'm having trouble coming up with such a condition and could use some assistance.
 
Is it possible to have a religion with only female clergy? Is it possible to mod this into the game by any way?

I can't think of any historical religion that only had female clergy but it would be nice for a fictional one.
 
I'm trying to create an event that will fire on character religious conversion, but will exclude the conversion from reformed to unreformed and back, without specifically saying "if prev religion is aztec or aztec_reformed and current religion is aztec or aztec_reformed, skip this event" etc.

I'm having trouble coming up with such a condition and could use some assistance.
Check if one is in the pagan group, and that either A is heresy of B or vice versa. The heresy check will exclude conversion between, say, aztec & tengri_reformed.

Note: apparently it is possible to use the reformation mechanic outside the pagan group. The described check would not catch those.

Edit: nevermind, there is an 'is_reformed_religion = yes' trigger. So check if either is reformed and if either is a heresy of the other.

Edit 2: Additionally, is_reformed_religion can take a scope. I assume this checks is one scopes religion is the reformed version of the other, but this isn't documented on the wiki.
 
Last edited:
In on_action in section "on_new_holder" - event not fired after conquest of good province. Do anybody have idea why?
Code:
character_event = {
   id = byzsla_slavic_event_lokalne_drobne.3
   desc = desc_byzsla_slavic_event_lokalne_drobne.3
   is_triggered_only = yes
   
   trigger = {
       any_independent_ruler = {
           OR = {
               culture = serbian
               any_vassal = {
                   is_playable = yes
                   culture = serbian
                   is_slav_religion = yes
               }
           }
       }
       FROM = {
           tier = COUNT
           location = {
               NOT = {
                   OR = {
                       culture = ROOT
                       culture_group = south_slavic
                   }
               }
               is_slav_religion = no
               has_disease = no
               NOT = {
                   OR = {
                       has_province_modifier = prosperity_modifier_1
                       has_province_modifier = prosperity_modifier_2
                       has_province_modifier = prosperity_modifier_3
                   }
                   has_province_modifier = bspm_migracja_start
               }
           }
       }
       ROOT = {
           is_slav_religion = yes
           independent = yes
           NOT = {
               has_character_flag = bspm_migracja_flaga
           }
       }
       FROMFROM = {
           NOT = {
               OR = {
                   culture = serbian
                   is_slav_religion = yes
                   any_vassal = {
                       culture = serbian
                       is_slav_religion = yes
                   }
               }
           }
       }
   }
   immediate = {
       ROOT = {
           set_character_flag = bspm_migracja_flaga
           create_character = {
               random_traits = no
               dynasty = random
               religion = ROOT
               culture = serbian
               female = no
               age = 40
               attributes = {
                   martial = 12
                   diplomacy = 10
                   stewardship = 9
                   intrigue = 11
                   learning = 7
               }
               health = 8
               fertility = 0.4
               trait = brilliant_strategist
               trait = wroth
               trait = cruel
               trait = proud
               trait = zealous
               trait = byzsla_slavic_noble_junak
           }
           new_character = {
               save_event_target_as = junak
           }
       }
   }
   option = {
       name = optA_byzsla_slavic_event_lokalne_drobne.3
       event_target:junak = {
           FROM = {
               grant_title = PREV
           }
           add_friend = ROOT
       }
   }
}