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NOT = {independent = yes} means that the decision can only be taken as a vassal, which, if I under it, is the opposite of what you want.

For the second part, just replace
Code:
liege = {
    NOT = { religion = ROOT }
    religion_group = ROOT
    NOT = { religion_authority = 0.9 }
}
with
Code:
liege = {
    NOT = { religion = ROOT }
    OR = {
        ROOT = { is_heresy_of = PREV }
        is_heresy_of = ROOT
    }
    NOT = { religion_authority = 0.9 }
}
Since only reformed/unreformed are heresies of each other but not of other pagan religions, this will no longer try to convert other forms of paganism.
This will work even if the reformed version is the heresy (which, given the first change, is likely). If you only want it to work when unreformed is the heresy, use this instead:
Code:
liege = {
    NOT = { religion = ROOT }
    ROOT = { is_heresy_of = PREV }
    NOT = { religion_authority = 0.9 }
}

Thank you for your input, I am testing your code now. I changed the NOT = { independent = yes } to now properly be NOT = { independent = no }. For whatever reason I am still allowed to convert to reformed, through selecting the character portrait, with both variations of this code. I'm going to test this some more to see if the ai will convert, so far it has not on the previous template, and to see if your code stopped the courtier conversions.
 
Hey guys. :D

So, my Seleucid Empire mod is almost done, at least the Kingdom level title. The Hegemonic Seleucia title will still take more time. Anyway, everything is fixed and working properly except this one little thing.....

ck2_1.png


See, it is supposed to say Does NOT completely control the Duchy of Cilicia, unfortunately it just has those little dashes Any idea what might be happening?
 
Code:
#claim cilicia
    claim_cilicia = {
        is_high_prio = yes
        desc = claim_cilicia
        
        potential = {
            is_playable = yes
            culture = greek
            has_landed_title = d_antioch
            
            NOT = { tier = EMPEROR }
            
            k_seleucia = { has_holder = no }
            
            NOT = { has_character_flag = claim_cilicia_flag }
            NOT = { year = 1100 }
            
            NOT = { is_nomadic = yes }
            NOT = { is_tribal = yes }
        }
        
        allow = {
            is_adult = yes
            NOT = { trait = incapable }
            prestige = 500
            wealth = 200
            year = 800
            NOT = { tier = EMPEROR }
            has_landed_title = d_antioch
            NOT = { completely_controls = d_cilicia }
        }
        
        effect = {
            set_character_flag = claim_cilicia_flag
            ROOT = {
                add_pressed_claim = c_adana
                add_pressed_claim = c_lykandos
                add_pressed_claim = c_seleukeia
                add_pressed_claim = c_tarsos
                add_pressed_claim = c_teluch
            }
            
            wealth = -200
            
            character_event = { id = SE.0004 }
        }
        
        revoke_allowed = {
            always = no
        }
        
        ai_will_do = {
            factor = 1
        }
    }
}
Here is the code for the Claim Cilicia decision.
 
Code:
#claim cilicia
    claim_cilicia = {
        is_high_prio = yes
        desc = claim_cilicia
      
        potential = {
            is_playable = yes
            culture = greek
            has_landed_title = d_antioch
          
            NOT = { tier = EMPEROR }
          
            k_seleucia = { has_holder = no }
          
            NOT = { has_character_flag = claim_cilicia_flag }
            NOT = { year = 1100 }
          
            NOT = { is_nomadic = yes }
            NOT = { is_tribal = yes }
        }
      
        allow = {
            is_adult = yes
            NOT = { trait = incapable }
            prestige = 500
            wealth = 200
            year = 800
            NOT = { tier = EMPEROR }
            has_landed_title = d_antioch
            NOT = { completely_controls = d_cilicia }
        }
      
        effect = {
            set_character_flag = claim_cilicia_flag
            ROOT = {
                add_pressed_claim = c_adana
                add_pressed_claim = c_lykandos
                add_pressed_claim = c_seleukeia
                add_pressed_claim = c_tarsos
                add_pressed_claim = c_teluch
            }
          
            wealth = -200
          
            character_event = { id = SE.0004 }
        }
      
        revoke_allowed = {
            always = no
        }
      
        ai_will_do = {
            factor = 1
        }
    }
}
Here is the code for the Claim Cilicia decision.

"d_armenia_minor = { # Cilicia in-game" I think this is your problem, d_cilicia isn't correct
 
"d_armenia_minor = { # Cilicia in-game" I think this is your problem, d_cilicia isn't correct
I literally just facepalmed. I looked that up and originally had it as d_armenia_minor, but ended up changing it for some reason. Thank you! :D
 
Thank you for your input, I am testing your code now. I changed the NOT = { independent = yes } to now properly be NOT = { independent = no }. For whatever reason I am still allowed to convert to reformed, through selecting the character portrait, with both variations of this code. I'm going to test this some more to see if the ai will convert, so far it has not on the previous template, and to see if your code stopped the courtier conversions.
This doesn't affect your issue, but you don't need to put yes/no triggers alone in a NOT={}. If you want NOT = { independent = yes }, just do independent = no, and vice versa.
 
Okay, since I've long ago formed the ideal, restored Roman Empire, I want to make a sort of Pax Romana on my domains. Forbidden vassal wars and Max Imperial authority (on top of huge modifiers from the treasury, so no revolts) help a lot, but every now and then, a vassal declares a "War to revoke X county from...", a "War against the tyranny of...". or a "X war to increase Council Power". Is there a way of disabling those forever? Alternatively, is there a way to prevent a vassal from revoking a sub-vassal title? Note that I have agnatic primogeniture, imperial autocracy, and my council abolished, and I pretend to keep it that way.
 
I literally just facepalmed. I looked that up and originally had it as d_armenia_minor, but ended up changing it for some reason. Thank you! :D
Lol no problem mate, we all make little mistakes from time to time
 
I need to be sure everything is organized properly. If anyone would be willing to look over this and let me know. I attempted to make it a requirement that you control all three of the titles of the Duchy of Jerusalem, the Duchy of Baghdad, and the Duchy of Athens before you can create the Imperial title. However I don't know if what I put will make it where you have to directly control them or not. I could shift it to or, but I wanted to be sure that you controlled both, not just one or the other.

Code:
#crown_hegemonic_seleucia_flag
    crown_hegemonic_seleucia = {
        is_high_prio = yes
        desc = crown_hegemonic_seleucia
       
        potential = {
            is_playable = yes
            culture = greek
            OR = {
                tier = KING
            }
            OR = {
                religion = hellenic_pagan
            }
            AND = {
                has_landed_title = d_jerusalem
                has_landed_title = d_baghdad
                has_landed_title = d_athens
            }
            e_seleucia_nicator = { has_holder = no }
           
            NOT = { is_nomadic = yes }
            NOT = { is_tribal = yes }
            NOT = { is_female = yes }
        }
       
        allow = {
            war = no
            is_adult = yes
            culture = greek
            OR = {
                religion = hellenic_pagan
            }
            NOT = { trait = incapable }
            prisoner = no
            prestige = 2000
            wealth = 1500
            NOT = {
                AND = {
                    independent = no
                    liege = { tier = KING }
                }
            }
            NOT = { tier = EMPEROR }
            has_landed_title = d_baghdad
            NOT {
                OR {
                    primary_title = { title = k_anatolia }
                    primary_title = { title = k_syria }
                }
            }
            completely_controls = d_baghdad
            realm_size = 150
        }
       
        effect = {
            set_character_flag = crown_hegemonic_seleucia_flag
            #if/else
            if = {
                limit = { independent = no }
                liege = {
                    primary_title = {
                        e_seleucia_nicator = {
                            grant_title = ROOT
                            if = {
                                limit = { NOT = { has_landed_title = c_baghdad } }
                                hidden_tooltip = {
                                    c_baghdad = { grant_title = ROOT }
                                }
                            }
                            hidden_tooltip = {
                                ROOT = { set_defacto_liege = PREVPREV }
                            }
                           
                            hidden_tooltip = { make_primary_title = yes }
                           
                            add_law_w_cooldown = crown_authority_2
                            add_law = centralization_2
                            add_law_w_cooldown = succ_primogeniture
                        }
                        hidden_tooltip = { remove_claim = e_seleucia_nicator }
                    }
                }
            }
            if = { # if he is independent
                limit = { NOT = { independent = no } }
                primary_title = {
                    e_seleucia_nicator = {
                        grant_title = ROOT
                        if = {
                            limit = { NOT = { has_landed_title = c_baghdad } }
                            hidden_tooltip = {
                                c_baghdad = { grant_title = ROOT }
                            }
                        }
                       
                        hidden_tooltip = { make_primary_title = yes }
                        add_law_w_cooldown = crown_authority_2
                        add_law = centralization_2
                        add_law_w_cooldown = succ_primogeniture
                    }
                }
            }
            #end if/else
           
            #set the capital to Antioch if not already
            if = {
                limit = {
                    NOT = {
                        capital_scope = { province_id = 764 }
                    }
                }
                764 = { #Antioch
                    ROOT = { capital = PREV }
                }
            }
           
            # set the new capital culture to greek, also religion
            capital_scope = {
                if = {
                    limit = {
                        NOT = { culture = ROOT }
                    }
                    culture = ROOT
                }
                if = {
                    limit = {
                        NOT = { religion = ROOT }
                    }
                    religion = ROOT
                }
            }
            if = {
                limit = { has_nickname = no }
                give_nickname = nick_the_glorious
            }
           
            military_techpoints = 100
            economy_techpoints = 2000
            prestige = 2000
           
            wealth = -1500
           
            character_event = { id = SE.0005 }
        }
    }
}
 
Hello, I want to ask something regarding male_names in the 00_religions.txt. Is it obsolete now? Or is it used by some other kind of mechanic?
I tried the random name generator in-game using a custom culture to generate only one random name for that culture, and it never shows the names from the religion.
 
Okay, since I've long ago formed the ideal, restored Roman Empire, I want to make a sort of Pax Romana on my domains. Forbidden vassal wars and Max Imperial authority (on top of huge modifiers from the treasury, so no revolts) help a lot, but every now and then, a vassal declares a "War to revoke X county from...", a "War against the tyranny of...". or a "X war to increase Council Power". Is there a way of disabling those forever? Alternatively, is there a way to prevent a vassal from revoking a sub-vassal title? Note that I have agnatic primogeniture, imperial autocracy, and my council abolished, and I pretend to keep it that way.

You can mod the decisions to issue ultimatums to other vassals (just don't block it entirely unless you want to lock out factioning against the top liege)/demand revokations from other vassals (again, don't block it entirely unless you want to include the top liege in the blocking) because of plots to simply be unavailable if any (de jure) liege has forbidden vassal wars.

That won't stop wars over imprisonment attempts and revokation attempts issued without a plot being involved, but since those are hardcoded it is a lot of work to prevent them completely. Your best approach to preventing them as much as possible without tearing out the whole system (which I wouldn't recommend doing since replacing hardcoded things usually takes a lot of work, never turns out quite the same, and tends to hurt performance a bit) would be to create a new government for your vassals that forbids revokation/imprisonment without reason.

To further limit revokation and imprisonment, you could restrict ways of getting claims through e.g. plots, restrict ways of getting imprisonment reasons (the Intrigue focus is great for fabricating them for yourself and others, for example), and possibly (if you feel like doing the work) create targeted or title decisions (depending on what you want to do) for the top liege that allows you to request/demand that someone abandons a claim on another vassal or drops an imprisonment reason (possibly in exchange for a Favour, money, etc.; you could of course also make it a crime to refuse, similar to how demanding that someone stops a war works if you live up to some conditions, if you want that), though of course you'll have to figure out the logic for that and script it from scratch.
 
Is there any way to set an effect when destroying an artifact? Or at least be able to make it fire an event, while having access to both the artifact destroyed and the owner?
 
I need some help with creating this decision.
This decision allows me to capture anyone if I manage to siege down their county.
Basically, if their county is siege down, then I can capture any character by right clicking on them.

At the moment this decision is not working, I'm sure it's missing something.
Code:
targetted_decisions = {
    
prisoner_of_war = {

        potential = {
        ai = no
        }
        allow = {
        ai = no
        any_demesne_title = {
        is_occupied = FROM
        }
        }
        effect = {
        imprison = ROOT
        }       
        ai_will_do = {
        factor = 0
        }
    }
}
 
Hello, I want to ask something regarding male_names in the 00_religions.txt. Is it obsolete now? Or is it used by some other kind of mechanic?
I tried the random name generator in-game using a custom culture to generate only one random name for that culture, and it never shows the names from the religion.

IIRC, the religion names act as a filter to make names exclusive to a religion. So, if a religion has Robert as a name, followers of other religions can't use the name Robert, even if it's in their cultural names list.
 
I'm pretty sure you need to specify a filter and possibly an Ai targeting filter.

Like this?

Anyone?

Code:
prisoner_of_war = {
        filter = all
        potential = {
        ai = no
        }
        allow = {
        ai = no
        }
        effect = {
        any_province = {
        if = {
            limit = { is_occupied = FROM }
            imprison = ROOT
            }
        }
        }       
        ai_will_do = {
        factor = 0
        }
    }
 
I need some help with creating this decision.
This decision allows me to capture anyone if I manage to siege down their county.
Basically, if their county is siege down, then I can capture any character by right clicking on them.

At the moment this decision is not working, I'm sure it's missing something.
Code:
targetted_decisions = {
   
prisoner_of_war = {

        potential = {
        ai = no
        }
        allow = {
        ai = no
        any_demesne_title = {
        is_occupied = FROM
        }
        }
        effect = {
        imprison = ROOT
        }      
        ai_will_do = {
        factor = 0
        }
    }
}

As @HandicapdHippo said, you need a filter and probably an AI filter. Other targetted decisions also have this:

Code:
       revoke_allowed = {
           always = no
       }

A from_potential block might also be required.
 
As @HandicapdHippo
Other targetted decisions also have this:

Code:
       revoke_allowed = {
           always = no
       }
revoke_allowed is not needed, it is a legacy thing from very old versions and even then only on laws.

So no reason to ever have it on anything really, it will still work if you do have it but it does nothing
 
revoke_allowed is not needed, it is a legacy thing from very old versions and even then only on laws.

So no reason to ever have it on anything really, it will still work if you do have it but it does nothing

Thanks for the explanation! I had thought it did nothing, but was a required block anyway.