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Okay so I have been trying to get my custom government to work however every time I create the nation that gives the custom government, which handing out the title works fine apparently, it ends saying that I have become a Republic and thus no longer can play. I am going to post the code, which is copied, and modified, off of the Merchant Republic, to see if anyone here notices where my error in coding in so that the game recognizes that I am playing a form of a merchant republic.

Code:
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
    }

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.
 
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.
 
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.

1) Well I did put my Vintner Republic under the republic_governments section, but it is alone in the file. I will simply add it to the generic file to deal with that issue.

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.

3) 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.

EDIT: Quick Note, I actually noticed that I apparently had my Vintner Republic in there twice, under two separate Government files.
 
Last edited:
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.
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.

3) 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.
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
 
On the subject of variant governments, what's the format for ruler title localisation for a new government subtype? For instance, if I have a new feudal type, let's call it new_feudal, and I want title holders in it to be Boss, Honcho, Nagus, Pooh-Bah, and Overlord instead of Baron, Count, Duke, King and Emperor, while keeping the default feudal titles the same.

Thanks,

nd
 
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.
 
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?
 
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?
 
Have you added the province to one or more paths in 00_silk_route.txt?

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.
 
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.
That sounds like you're breaking the encoding of the file with your editor, tbh. What are you using?
 
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.
Yes, we are working on getting them to the wiki.
 
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
    }

Yeah, that should work.

BUT, it would be a lot more efficient to start with the player and select a random member of their dynasty.
 
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

1) 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?

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


Code:
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
}
 
1) 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?
Pretty much, so anywhere you want to set the government you need to both lines

Code:
create_family_palace = yes
set_government_type = vintner_republic_government

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
Not quite in 00_buildings.txt go down to family_palace = {

and for each building add a potential block so this

Code:
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
    }

becomes this

Code:
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
    }

I know this is a bit rubbish as you have to do a lot of editing but if you don't then you will have both the standard building and the new ones for your custom government.

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  }

btw the header in your building file needs to be family_palace = { rather than vintner_estate = {
 
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?
 
I'm working on a mod that changes title history and I'm hoping I can get some help with a bug in character selection. In my mod the empire of Scandinavia is active starting in the 700s, and every duchy in Sweden is a vassal of the Scandinavian emperor. On the character select screen map it looks like each duke is an independent character, but when you select them it does correctly say they are a vassal of the emperor and the map of independent rulers does look correct if you start playing. I've set
Code:
liege=e_scandinavia
in the history/title files of every duchy; is there something else I need to do, too?
 
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?

Well yes that's what this part of my post was about.

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