vintner_republic_government = {
preferred_holdings = { CASTLE CITY }
allowed_holdings = {
TRADE_POST
CITY
CASTLE
VINTNER_ESTATE
FORT
HOSPITAL
}
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}
accepts_liege_governments = { # Accepts other republics
republic_government
merchant_republic_government
}
free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
tribal_government
}
frame_suffix = "_vintnerrepublic"
title_prefix = "city_"
potential = {
OR = {
controls_religion = no
religion_group = muslim
has_religion_feature = religion_temporal_head
AND = {
religion = norse_pagan_reformed
has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
}
}
#is_female = no
OR = {
AND = {
is_patrician = yes
OR = {
liege_before_war = {
NOT = { character = PREV }
is_vintner_republic = yes
NOT = {
liege_before_war = {
NOT = { character = PREV }
is_vintner_republic = yes
}
}
}
has_game_started = no
}
}
AND = {
OR = {
AND = {
has_game_started = yes
is_vintner_republic = yes
}
capital_scope = { port = yes }
}
higher_real_tier_than = count
any_demesne_province = {
always = yes
}
NOT = {
liege_before_war = {
NOT = { character = PREV }
is_vintner_republic = yes
}
}
}
}
}
color = { 174 55 55 }
merchant_republic = yes
can_imprison_without_reason = no
can_revoke_without_reason = no
can_usurp_kingdoms_and_empires = no
have_gender_laws = no
can_grant_kingdoms_and_empires_to_other_government = yes
allows_matrilineal_marriage = no
uses_bride_price = yes
can_build_tribal = no
landed_inheritance = no
capital_move_delay = 600
}
Putting them in another file is fine but is that the whole file, shouldn't there be a section around the government so the game knows which group it's in, see the vanilla file and copy it over.It is also possible that it is because I have this government inside of a different government file, other than the basic republic_governments.txt but I was under the impression that I needed a new, separate file for it. This is also a test to see if I can properly mod governments for my major overhaul mod.
Putting them in another file is fine but is that the whole file, shouldn't there be a section around the government so the game knows which group it's in, see the vanilla file and copy it over.
Creating merchant republics can be finicky with the player, I believe you need to create the family palace manually instead of just setting the government, see the tribal convert to merchant republic descion and replicate the logic.
Also you can't create new holding types
VINTNER_ESTATE
Is not a valid type you need to change it to a family palace and if you have edited anything else when trying to add it you need to revert all the files.
Also I think the preferred holding should have city first, merchant republics with castle capitals can cause issues.
From what I recall for the ai its fine, but when a player changes government there it takes a day for the family palace to be generated, without a famaily palace the game thinks you are a standard republic and gives you a game over, I believe the decisions the player can use get around this by using create_family_palace = yes in some way. Not at my home pc so can't confirm right now.2) What do you mean by "Create the Family Palace manually"? I was under the impression that having it be a Merchant Republic would automatically cause it to go down the Family Palace route. I will look into the Tribal 'Convert to Merchant Republic' to work that out.
I mean you could replace all the family palace buildings to basically get the same effect. So for all the standard family palace buildings add the following line in the potential block for each3) Uh, that is a pain in the ass. I had a whole thing planned that, since this wasn't a Merchant Republic per say they would have special buildings to replace the Merchant aspect. One of the bigger things was that they were supposed to use Crossbows rather than archers, thus I made their attack a little stronger. Are you saying that all of my work to edit and change the Family Palace into the Vintner Estate was basically pointless? Is there any way to use that beyond making it buildings in the cities? I would really hate to throw out all of that work.
Hey guys, I'm trying to do something small but it's proving tricky. In searching the forums/google I've seen other people with the same issue but not found a solution.
I just want to add a province (Aydhab) to the list of provinces that can build a silk road trade post. As far as I'm aware I need to do two things to accomplish this.
1) Adding the relevant province id to 00_silk_route.txt - This is simple and easy enough, but as far as I can tell this only adds the icon for a trade post to the map.
2) Adding the relevant province ID to the list of eligable provinces under silk_road_trade_post_trigger in 00_scripted_trigers.txt - I think this is what makes building the trade post actually possible. This also seems simple enough - all the provinces are just listed in a big fat OR, so all I did was add another line with the appropriate province id - but any changes I make to 00_scripted_trigers.txt cause the game to crash when initiating play.
I've never interacted with 00_scripted_trigers.txt before so I'm not sure exactly how many goats it wants to me sacrifice before it decides to play ball. Am I perhaps missing another step in all this?
Have you added the province to one or more paths in 00_silk_route.txt?
That sounds like you're breaking the encoding of the file with your editor, tbh. What are you using?I didn't have to - it's already on one of the paths. So the only thing I had to do in that file was add the province to the list under "trade_post_display_trigger".
The problem for some reason seems to be that 00_scripted_trigers.txt is strangely volatile. If I add a line to it, it causes a crash. If I delete the line I added to it so that it's back to the way it was... it still causes a crash? The only way I avoid the crash is to restore the file to the pristine version that's never been changed.
Yes, we are working on getting them to the wiki.Did 3.1 add any new effects or triggers for wonders? Things like creating, improving, removing, or adding upgrades to wonders, or checking if a provence has a specific wonder? There weren't any mentioned in the patch notes or in the _documentation.info file in the wonders folder.
That sounds like you're breaking the encoding of the file with your editor, tbh. What are you using?
trigger = {
any_dynasty_member = { ai = no }
ai = yes
}
Hey, I want to code an event that can happen only to ai characters that are of the player's dynasty.
Would this work?
Code:trigger = { any_dynasty_member = { ai = no } ai = yes }
From what I recall for the ai its fine, but when a player changes government there it takes a day for the family palace to be generated, without a famaily palace the game thinks you are a standard republic and gives you a game over, I believe the decisions the player can use get around this by using create_family_palace = yes in some way. Not at my home pc so can't confirm right now.
I mean you could replace all the family palace buildings to basically get the same effect. So for all the standard family palace buildings add the following line in the potential block for each
NOT = { government = vintner_republic_government }
and add your new buildings with the potential
government = vintner_republic_government
vintner_estate = {
# Estate
ve_estate_1 = {
desc = ve_estate_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 200
build_time = 1095
ai_creation_factor = 105
levy_size = 0.1
tax_income = 2
extra_tech_building_start = 0.0
}
# Great Estate
ve_estate_2 = {
desc = ve_estate_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
upgrades_from = ve_estate_1
gold_cost = 300
build_time = 1460
ai_creation_factor = 104
levy_size = 0.2
tax_income = 6
max_tradeposts = 3
extra_tech_building_start = 2.0
}
# Vintner Palace
ve_estate_3 = {
desc = ve_estate_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
upgrades_from = ve_estate_2
gold_cost = 400
build_time = 2190
ai_creation_factor = 103
levy_size = 0.3
tax_income = 8
max_tradeposts = 3
extra_tech_building_start = 3.5
}
# Grand Vintner Palace
ve_estate_4 = {
desc = ve_estate_4_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
upgrades_from = ve_estate_3
gold_cost = 500
build_time = 2190
ai_creation_factor = 102
levy_size = 0.4
tax_income = 10
max_tradeposts = 3
extra_tech_building_start = 5.0
}
# Guard Barracks
ve_barracks_1 = {
desc = ve_barracks_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
heavy_infantry = 70
pikemen = 50
extra_tech_building_start = 1.0
}
# Swordsmith
ve_barracks_2 = {
desc = ve_barracks_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
upgrades_from = ve_barracks_1
prerequisites = { ve_estate_2 }
gold_cost = 250
build_time = 1095
ai_creation_factor = 99
heavy_infantry = 85
pikemen = 65
extra_tech_building_start = 2.5
}
# Armory
ve_barracks_3 = {
desc = ve_barracks_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
upgrades_from = ve_barracks_2
prerequisites = { ve_estate_3 }
gold_cost = 350
build_time = 1460
ai_creation_factor = 98
heavy_infantry = 100
pikemen = 80
extra_tech_building_start = 4.0
}
# Small Stable
ve_stable_1 = {
desc = ve_stable_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
light_cavalry = 75
horse_archers = 10
extra_tech_building_start = 1.0
}
# Riding Grounds
ve_stable_2 = {
desc = ve_stable_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
upgrades_from = ve_stable_1
prerequisites = { ve_estate_2 }
ai_creation_factor = 99
light_cavalry = 90
horse_archers = 25
knights = 25
extra_tech_building_start = 2.5
}
# Horse Breeder
ve_stable_3 = {
desc = ve_stable_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
upgrades_from = ve_stable_2
prerequisites = { ve_esate_3 }
ai_creation_factor = 98
light_cavalry = 105
horse_archers = 40
knights = 45
extra_tech_building_start = 4.0
}
# Bowyer
ve_bowyer_1 = {
desc = ve_bowyer_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
archers_offensive = 0.10
light_infantry = 85
archers = 105
extra_tech_building_start = 1.0
}
# Target Range
ve_bowyer_2 = {
desc = ve_bowyer_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
upgrades_from = ve_bowyer_1
prerequisites = { ve_estate_2 }
ai_creation_factor = 99
archers_offensive = 0.15
light_infantry = 100
archers = 120
extra_tech_building_start = 2.5
}
# Crossbow Workshop
ve_bowyer_3 = {
desc = ve_bowyer_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
upgrades_from = ve_bowyer_2
prerequisites = { ve_estate_3 }
ai_creation_factor = 98
tax_income = 4
archers_offensive = 0.20
light_infantry = 120
archers = 140
extra_tech_building_start = 4.0
}
# Map Room
ve_shipyard_1 = {
desc = ve_shipyard_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
galleys = 4
extra_tech_building_start = 1.0
}
# Private Shipyard
ve_shipyard_2 = {
desc = ve_shipyard_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
upgrades_from = ve_shipyard_1
prerequisites = { ve_estate_2 }
ai_creation_factor = 99
galleys = 8
extra_tech_building_start = 2.5
}
# Naval Arsenal
ve_shipyard_3 = {
desc = ve_shipyard_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
upgrades_from = ve_shipyard_2
prerequisites = { ve_estate_3 }
ai_creation_factor = 98
galleys = 16
extra_tech_building_start = 4.0
}
# Military Warehouse
ve_warehouse_1 = {
desc = ve_warehouse_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
land_morale = 0.1
levy_reinforce_rate = 0.1
retinuesize = 400
extra_tech_building_start = 1.0
}
# Administrative Archive
ve_warehouse_2 = {
desc = ve_warehouse_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
upgrades_from = ve_warehouse_1
prerequisites = { ve_estate_2 }
ai_creation_factor = 99
stewardship = 1
land_morale = 0.25
levy_reinforce_rate = 0.3
retinuesize = 600
extra_tech_building_start = 2.5
}
# Vintner Office
ve_warehouse_3 = {
desc = ve_warehouse_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
upgrades_from = ve_warehouse_2
prerequisites = { ve_estate_3 }
ai_creation_factor = 98
stewardship = 2
land_morale = 0.4
levy_reinforce_rate = 0.5
retinuesize = 800
extra_tech_building_start = 4.0
}
# Personal Vineyard
ve_vineyard_1 = {
desc = ve_vineyard_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
monthly_character_prestige = 0.20
extra_tech_building_start = 1.0
}
# Scenic Pond
ve_vineyard_2 = {
desc = ve_vineyard_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
ai_creation_factor = 99
upgrades_from = ve_vineyard_1
prerequisites = { ve_estate_2 }
diplomacy = 1
monthly_character_prestige = 0.30
extra_tech_building_start = 2.5
}
# Hedge Maze
ve_vineyard_3 = {
desc = ve_vineyard_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
ai_creation_factor = 98
upgrades_from = ve_vineyard_2
prerequisites = { ve_estate_3 }
diplomacy = 2
monthly_character_prestige = 1.5
extra_tech_building_start = 4.0
}
# Wine Cellar
ve_cellar_1 = {
desc = ve_cellar_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
fertility = 0.1
extra_tech_building_start = 1.0
}
# Expanded Wine Cellar
ve_cellar_2 = {
desc = ve_cellar_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
ai_creation_factor = 99
upgrades_from = ve_cellar_1
prerequisites = { ve_estate_2 }
martial = 1
monthly_character_piety = 0.20
extra_tech_building_start = 2.5
}
# Wine Complex
ve_cellar_3 = {
desc = ve_cellar_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
ai_creation_factor = 98
upgrades_from = ve_cellar_2
prerequisites = { ve_estate_3 }
martial = 2
monthly_character_prestige = 0.25
extra_tech_building_start = 4.0
}
# Secluded Shrine
ve_shrine_1 = {
desc = ve_shrine_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
church_opinion = 10
monthly_character_piety = 0.10
extra_tech_building_start = 1.0
}
# Private Art Collection
ve_shrine_2 = {
desc = ve_shrine_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
upgrades_from = ve_shrine_1
prerequisites = { ve_estate_2 }
ai_creation_factor = 99
learning = 1
monthly_character_piety = 0.25
extra_tech_building_start = 2.5
}
# Grand Library
ve_shrine_3 = {
desc = ve_shrine_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
upgrades_from = ve_shrine_2
prerequisites = { ve_estate_3 }
ai_creation_factor = 98
learning = 2
monthly_character_piety = 0.50
extra_tech_building_start = 4.0
}
# Fortified Vault
ve_vault_1 = {
desc = ve_vault_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 730
ai_creation_factor = 100
tax_income = 4
extra_tech_building_start = 1.0
}
# Secret Passages
ve_vault_2 = {
desc = ve_vault_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 250
build_time = 1095
upgrades_from = ve_vault_1
prerequisites = { ve_estate_2 }
ai_creation_factor = 99
tax_income = 5
intrigue = 1
extra_tech_building_start = 2.5
}
# Hidden Chamber
ve_vault_3 = {
desc = ve_vault_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 350
build_time = 1460
upgrades_from = ve_vault_2
prerequisites = { ve_estate_3 }
ai_creation_factor = 98
tax_income = 6
intrigue = 2
extra_tech_building_start = 4.0
}
government = vintner_republic_government
}
Pretty much, so anywhere you want to set the government you need to both lines1) So that is why the Family Palaces aren't popping up at the start, minus the use of calling it a Vintner Estate rather than a Family Palace. Is this why I need to add in the coding from Found Merchant Republic decision for Tribal Nations?
create_family_palace = yes
set_government_type = vintner_republic_government
Not quite in 00_buildings.txt go down to family_palace = {2) So basically change all of the Family Palace buildings with the custom ones I create, but then put in a caveat code to state that it is only to be used should the holder be a Vintner Republic?
I am just double checking everything, and I think that the line of code would go as such... v
fp_mansion_1 = {
desc = fp_mansion_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 200
build_time = 1095
ai_creation_factor = 105
levy_size = 0.1
tax_income = 2
extra_tech_building_start = 0.0
}
fp_mansion_1 = {
desc = fp_mansion_1_desc
potential = { NOT = { government = vintner_republic_government } }
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 200
build_time = 1095
ai_creation_factor = 105
levy_size = 0.1
tax_income = 2
extra_tech_building_start = 0.0
}
potential = { government = vintner_republic_government }
Now wait, wouldn't that mean that, if I switch all of them back to FP, removing the whole VE system, that there would be a conflict unless I told all of the ones in my 00_dorwinion_buildings.txt potential = { NOT = { government = merchant_republic_government } } lest the game try and pull from my Dorwinion Buildings too?
liege=e_scandinavia
Now wait, wouldn't that mean that, if I switch all of them back to FP, removing the whole VE system, that there would be a conflict unless I told all of the ones in my 00_dorwinion_buildings.txt potential = { NOT = { government = merchant_republic_government } } lest the game try and pull from my Dorwinion Buildings too?
then in your other file with your own custom building you need a similar potential block in every building but that says
Code:potential = { government = vintner_republic_government