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How do I prevent a ttile from being revoked? I have a title called d_vestals (the Vestal Virgins) in my mod, but I don't want it to ever be revoked (by the Roman Emperor) as this title could not be revoked in real life.
 
Does the create_character command's flag parameter support dynamic flags (i.e. flag_@ROOT, flag_@PREVPREV)?

The dynamic flags this parameter append to the created characters, from what I've encountered so far, are not what they should be.
For example, when I specify the flag parameter as "flag_@PREVPREV" (PREVPREV being the scope of an existing barony title), the flag created would be
"flag_ VPREV" instead of the intended "flag_b_baronyname".

Does anyone have any knowledge on this, whether the current implementation of dynamic flags is limited in supported commands or am I just simply doing something wrong?
A search I did on the current uses of dynamic flags in the vanilla code are all either set_scope_flag, clr_scope_flag, or has_scope_flag; none of them so far were used in a create_character flag parameter context.
Sounds like dynamic flags are not be supported there. May have to set the flag in a new_character block after the create_character.
 
I'm trying to make a mod in which people with a certain trait can only marry those with the same trait, but I can't seem to find a way to do it. Is there any way that is possible?
 
Sounds like dynamic flags are not be supported there. May have to set the flag in a new_character block after the create_character.

Seems to be that way unfortunately :(

I would have used the new_character scope to solve this issue, however for what I am trying to do in particular, the create_character command is executed in parallel (i.e. called from an any_title_param scope, where create_character characters have to go to my court, and I want a way to distinguish each of them amongst themselves and other non-involved characters, which I am trying to do so via dynamic flags). The new_character scope used in this context could potentially give rise to concurrency issues (since the new_character scope is defined as the latest create_character character), making the particular event script I am trying to write function improperly (i.e. some characters missed or acted upon more than once).
 
I'm trying to make a mod in which people with a certain trait can only marry those with the same trait, but I can't seem to find a way to do it. Is there any way that is possible?
Its possible through a bit of a work around both the game of thrones mod and Warhammer mod do it. Basically you fire an event on a successful marriage through on actions and evaluate the spouse and if they fail certain criteria you annual.the marriage and move the person back to their old court. The GOT mod does it to stop people marrying nights watch deserters beyond the wall for example, I would look there and adapt the code for your trait.
 
Its possible through a bit of a work around both the game of thrones mod and Warhammer mod do it. Basically you fire an event on a successful marriage through on actions and evaluate the spouse and if they fail certain criteria you annual.the marriage and move the person back to their old court. The GOT mod does it to stop people marrying nights watch deserters beyond the wall for example, I would look there and adapt the code for your trait.

I'll try that, thank you!
 
I have been trying to change the name of k_mauretania and e_latin_empire, without success. Can anyone help?

I go to /localisation/text.csv and change the lines to:

  • e_latin_empire;Romania;Empire latin;Lateinisches Kaiserreich;;Imperio Latino;;;;;;;;;x

  • k_mauretania;Morocco;Maurétanie;Mauretanien;;Mauritania;;;;;;;;;x
I successfully changed the names of several titles already (like e_byzantium or e_arabia) but only these two titles above don't seem to work. I would prefer to not tinker with the /common folder so I can still play for achievements.

Can anyone help?
 
Seems to be that way unfortunately :(

I would have used the new_character scope to solve this issue, however for what I am trying to do in particular, the create_character command is executed in parallel (i.e. called from an any_title_param scope, where create_character characters have to go to my court, and I want a way to distinguish each of them amongst themselves and other non-involved characters, which I am trying to do so via dynamic flags). The new_character scope used in this context could potentially give rise to concurrency issues (since the new_character scope is defined as the latest create_character character), making the particular event script I am trying to write function improperly (i.e. some characters missed or acted upon more than once).
Using new_character will still work fine, the effects are executed sequentially. It does any_title -> create character for first title -> new_character points to first character -> run effects on first character -> next iteration -> create character for second title -> new_character points to second character -> run effects on second character -> next iteration -> and so on
None of this is something done in parallel, it is all still sequential.
 
Using new_character will still work fine, the effects are executed sequentially. It does any_title -> create character for first title -> new_character points to first character -> run effects on first character -> next iteration -> create character for second title -> new_character points to second character -> run effects on second character -> next iteration -> and so on
None of this is something done in parallel, it is all still sequential.

Many thanks for the quick reply from the dev team! :D

It seems I have misunderstood how commands in an any_param_scope are executed, I presumed that they were executed in parallel since such routines would potentially be more efficient. Does this sequential execution also apply to cases where there an event executes multiple instance of another event (i.e. character_event executes a character_event for 10 other characters)?

Since the new_character scope is no longer an problem for my case, the implementation of dynamic flags I am trying to achieve will have no issues. Although if any devs could regardless give an input or confirmation regarding the usage of dynamic flags in the create_character command's flag parameter (so the dynamic flags section on the ck2 wiki could be expanded), that would still be greatly appreciated too.
 
Many thanks for the quick reply from the dev team! :D

It seems I have misunderstood how commands in an any_param_scope are executed, I presumed that they were executed in parallel since such routines would potentially be more efficient. Does this sequential execution also apply to cases where there an event executes multiple instance of another event (i.e. character_event executes a character_event for 10 other characters)?
They are executed one by one line by line. If another event is called without a time delay it is run immediately before then returning to the original event to continue running its effects.

Since the new_character scope is no longer an problem for my case, the implementation of dynamic flags I am trying to achieve will have no issues. Although if any devs could regardless give an input or confirmation regarding the usage of dynamic flags in the create_character command's flag parameter (so the dynamic flags section on the ck2 wiki could be expanded), that would still be greatly appreciated too.
The flag line of create_character does not support dynamic flags
 
Are there any downsides to having a the same name twice for a cultures name collection?

example:
generic_culture = {
...
male_names = {
Albert Albert Bert Othername Ibetterstophere
}


Would it do strange things like making Albert II display as Albert I because it uses the other Albert or would it lead to crashes?
 
I have been trying to change the name of k_mauretania and e_latin_empire, without success. Can anyone help?

I go to /localisation/text.csv and change the lines to:

  • e_latin_empire;Romania;Empire latin;Lateinisches Kaiserreich;;Imperio Latino;;;;;;;;;x

  • k_mauretania;Morocco;Maurétanie;Mauretanien;;Mauritania;;;;;;;;;x
I successfully changed the names of several titles already (like e_byzantium or e_arabia) but only these two titles above don't seem to work. I would prefer to not tinker with the /common folder so I can still play for achievements.

Can anyone help? :(
 
They are executed one by one line by line. If another event is called without a time delay it is run immediately before then returning to the original event to continue running its effects.

If another event is called without a time delay, by "run immediately before then returning to the original event...", do you mean as in the another event must be executed in its entirety before returning to the original event (and if the another event were to call a sans-time-delay additional event, it would have to execute the entirety before returning to the another event; expandable as such ad infinitum)?

Does CK2 process all events and decisions due/called (manual decision, ai decision, event called, or on_action triggers) for a given smallest tracked tick (i.e. day if I presumed correctly) sequentially, that events and decisions are processed through a single instruction stream regardless of branching, calling of more events from an event, any_scopes, or on_action triggers (does ck2 perform some sort of FIFO queuing for the commands and conditions, from events and decisions, that have to be executed and evaluated for a given tick, since, if I presumed correctly, ck2 only uses 1 instruction stream to process events and decisions for a given tick/day)?

Many thanks as always to blackninja9939 for the swift dev reply! :)
 
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If another event is called without a time delay, by "run immediately before then returning to the original event...", do you mean as in the another event must be executed in its entirety before returning to the original event (and if the another event were to call a sans-time-delay additional event, it would have to execute the entirety before returning to the another event; expandable as such ad infinitum)?
Yep, but if the event is triggered for a player then they do not have to have picked an option though, but it will run the immediate clause. If the event is triggered immediately for an AI it will pick an option then return back to the preceding event.

Does CK2 process all events and decisions due/called (manual decision, ai decision, event called, or on_action triggers) for a given smallest tracked tick (i.e. day if I presumed correctly) sequentially, that events and decisions are processed through a single instruction stream regardless of branching, calling of more events from an event, any_scopes, or on_action triggers (does ck2 perform some sort of FIFO queuing for the commands and conditions, from events and decisions, that have to be executed and evaluated for a given tick, since, if I presumed correctly, ck2 only uses 1 instruction stream to process events and decisions for a given tick/day)?

Many thanks as always to blackninja9939 for the swift dev reply! :)
Events etc. have to be executed sequentially as they can modify the state of each other and could very easily cause collisions otherwise. But I have not looked much further into the exact way we handle the event queuing or anything like that however.
 
There are events which offer the option to convert the ruler of a county to the culture of its capital. I would like to change these events so that they occur more frequently, but I can't recall what they are or how to find them.

Some years ago, someone from these forums advised me on how to do this, and it really improved the game for me, so any help would be appreciated. Thank you.
 
Are event targets exclusively tied to the event chain?
E.g., if I happened to have two event chains and they each have a target saved under the same name, would that collide if they happen to run concurrently?
 
Are event targets exclusively tied to the event chain?
E.g., if I happened to have two event chains and they each have a target saved under the same name, would that collide if they happen to run concurrently?
They are tied to the event chain
 
I have two issues.

1) Somehow, all of the 'Mercenaries' have duplicated themselves. For example, each Mercenary group will appear twice, and if I hire one of them, the duplicate is also hired as well. Given they seem to be sharing the hiring mechanic, it doesn't seem like another company has the same name.

2) I've added a new Government type, and it seems to be working perfectly. But when it is no longer valid, my Ruler automatically switches to a Tribal Government, even though their Capital Holding is a Castle. Is there any way to force it to Feudal, instead?
 
Is it possible to create a retinue type that is only available to merchant republics? I tried a quick experiment with Venice, adding republic = no with the standard Italian unit and adding mine in with republic = yes. The standard Italian retinue kept showing up, the new one never did. Does the government check not apply to retinues?
 
Is it possible to create a retinue type that is only available to merchant republics? I tried a quick experiment with Venice, adding republic = no with the standard Italian unit and adding mine in with republic = yes. The standard Italian retinue kept showing up, the new one never did. Does the government check not apply to retinues?
The republic group checks is is_republic from what recall, there is also is_merchant_republic which if I recall only applies to the doge somewhat confusingly and is_patrician which is self explanatory.