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Is there a complete list of bloodlines modifiers anywhere? The section for this on the wiki is pretty threadbare.

Also, can you add church opinion?
 
What is the difference between host and liege?
Liege is liege, who you are vassal of.

Host tells you whose court you are *at*, at the moment:
• A vassal in his own court is his own host.
• A vassal who is on his liege's council and thus at his liege's court, the liege is host.
• A prisoner in X's court, X is host.
 
So I did a custom title with custom localisation but my problem is that it shows [Root.Owner.GetExampleTitle] as a title in the selection screen of a character that has the title, so "[Root.Owner.GetExampleTitle] character name". Ingame the title works fine and is shown properly. Sure this is due to the localisation for the custom title being EXAMPLE_TITLE;[Root.Owner.GetExampleTitle];;;;;;;;;;;;;x in the localisation. Is there a way to fix this so that the custom title is shown on the selection screen?

No, Paradox bug. I already reported it, if you find the thread and bump it maybe someone will pay attention to it.

Ok, I am giving a completely new approach to my Reconquista event. Any discussions I had about it prior to this post are now irrelevant. The following code is meant to work only on_new_holder.

As the wiki says: ROOT = new holder FROM = title FROMFROM = old holder

Trigger checks the following: this hasn't happened already, iberia is christian (basic)
Trigger also checks new holder is christian, old holder is not christian, either the new holder or a vassal is from iberia. (This is to make sure that if an inheritance ends the Reconquista making iberia christian, the event doesn't pop for another title transfer that may happen on the same day. Many title transfers may happen on the day the Reconquista is over, so I want the event to fire only for the right one. More conditions may be added I find them insufficient)

Code:
# End of the Reconquista
narrative_event = {
    id = ri.0015
    desc = EVTDESC_HF_49452
    title = EVTTITLE_HF_49452
    picture = GFX_evt_beatification
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    major = yes
    trigger = {
        NOT = { has_global_flag = reconquista_ended }
        NOT = {
            any_province = {
                county = {
                    region = world_europe_west_iberia
                }
                owner = {
                    OR = {
                        AND = {
                            independent = yes
                            NOT = {
                                religion_group = christian
                            }
                        }
                        top_liege = {
                            NOT = {
                                religion_group = christian
                            }
                        }
                    }
                }
            }
        }
        ROOT = { religion_group = christian }           
        NOT = { FROMFROM = { religion_group = christian } }
        ROOT = {
            OR = {
                capital_scope = {
                        region = world_europe_west_iberia
                }
                any_realm_lord = {
                    capital_scope = {
                        region = world_europe_west_iberia
                    }
                }
            }
        }
    }
    immediate = {
         set_global_flag = reconquista_ended
    }
    option = { 
        name = EVTOPTA_HF_49452
        trigger = {
            religion_group = christian
        }
    }
    option = {
        name = EVTOPTB_HF_49451
        trigger = {
            NOT = {
                religion_group = christian
            }
        }
    }
}

Start a new game 867 and introduce cheat code "titleowner k_andalusia 1235004". This gives Andalusia to the catholic count of Álava, finishing the Reconquista. This is however the kind of event I get:
View attachment 504730

The event fires on a landless character with no titles. Charinfo reveals that he is somehow ROOT and FROM and there is no FROMFROM. This contradicts the on_new_holder rules I previously explained. It should fire on the count (now king) of Álava

The event will work correctly if the command to switch title is introduced on the first day, when the AI does basically nothing that may interfere

Your event still says "major = yes", so everyone gets it. It's just random who gets it first.
 
Your event still says "major = yes", so everyone gets it. It's just random who gets it first.

That wasn't it. I went back to my 2 event version and I get the exact same result. This time, no "major = yes". Event goes to any_playable_ruler instead.

To recap: on_new_holder (a title changed hands) --> EVENT1 (detects if Reconquista ended) --> EVENT2 (Tells everybody)

ROOT of EVENT1 must be someone who got a new title, and this ROOT must be the FROM of EVENT2 that everybody gets. How a seemingly random, and most of all, LANDLESS character got to be FROM in EVENT2 is beyond my understanding

Code:
# Detect end of Reconquista
character_event = {
    id = ri.0015
    is_triggered_only = yes
    trigger = {
        NOT = { has_global_flag = reconquista_ended }
        NOT = {
            any_province = {
                county = {
                    region = world_europe_west_iberia
                }
                owner = {
                    OR = {
                        AND = {
                            independent = yes
                            NOT = {
                                religion_group = christian
                            }
                        }
                        top_liege = {
                            NOT = {
                                religion_group = christian
                            }
                        }
                    }
                }
            }
        }
        ROOT = { religion_group = christian }              
        NOT = { FROMFROM = { religion_group = christian } }
        ROOT = {
            OR = {
                capital_scope = {
                        region = world_europe_west_iberia
                }
                any_realm_lord = {
                    capital_scope = {
                        region = world_europe_west_iberia
                    }
                }
            }
        }
     }
    immediate = {
         set_global_flag = reconquista_ended
         any_playable_ruler = { narrative_event = { id = ri.0016 } }
    }
}

# End of the Reconquista
narrative_event = {
    id = ri.0016
    desc = EVTDESC_HF_49452
    title = EVTTITLE_HF_49452
    picture = GFX_evt_beatification
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    option = {  
        name = EVTOPTA_HF_49452
        trigger = {
            religion_group = christian
        }
    }
    option = {
        name = EVTOPTB_HF_49451
        trigger = {
            NOT = {
                religion_group = christian
            }
        }
    }
}

upload_2019-8-9_1-52-46.png


As a bonus, I tried that same code, but launching EVENT2 on Isis and making it "major = yes". Exact same result.

on_new_holder EVENT1 seems to be firing on a landless character somehow
 
Last edited:
Is there any way to stop the AI from being so hell bent on getting the de jure capital? It seems the AI would rather make their capital a 1 holding pile of crap their capital because its beside the de jure one than a 7 holding one thats far away.
 
That wasn't it. I went back to my 2 event version and I get the exact same result. This time, no "major = yes". Event goes to any_playable_ruler instead.

To recap: on_new_holder (a title changed hands) --> EVENT1 (detects if Reconquista ended) --> EVENT2 (Tells everybody)

ROOT of EVENT1 must be someone who got a new title, and this ROOT must be the FROM of EVENT2 that everybody gets. How a seemingly random, and most of all, LANDLESS character got to be FROM in EVENT2 is beyond my understanding

<snip>

As a bonus, I tried that same code, but launching EVENT2 on Isis and making it "major = yes". Exact same result.

on_new_holder EVENT1 seems to be firing on a landless character somehow
Try using the log command in your events (with necessary game launch options) to log the ROOT, FROM, FROMFROM. That may give you some info.
 
Is there any way to restrict number of consorts for some culture/bloodline belonging to a religion that allows more?
I mean I made that all catholics have 3 concubines but I'd like to make that english culture only take 1 concubine.

Is it anyway possible?
 
Try using the log command in your events (with necessary game launch options) to log the ROOT, FROM, FROMFROM. That may give you some info.

Found and explanation for the result I explained in my previous post only to find that the problem was different. The event that popped up was from a on_yearly_pulse. I had it launch also on that condition so the Reconquista would end in some unforseen way. I was fooled because that on_yearly_pulse somehow always fired the day after the title change, so I thought it was because of it. That is some unlucky efficiency, Paradox!

The problem of the event is not that it fires for someone it shouldn't. The problem is that it will fire correctly if I enter the command to change title holder on day 1, but it will not fire if I unpause the game and then enter the command.

So now the question is: why does my code only work on day 1 before unpausing and not on any other day?

Code:
# Detect end of Reconquista
character_event = {
   id = ri.0015
    is_triggered_only = yes
    trigger = {
        NOT = { has_global_flag = reconquista_ended }
        NOT = {
            any_province = {
                county = {
                    region = world_europe_west_iberia
                }
                owner = {
                    OR = {
                        AND = {
                            independent = yes
                            NOT = {
                                religion_group = christian
                            }
                        }
                        top_liege = {
                            NOT = {
                                religion_group = christian
                            }
                        }
                    }
                }
            }
        }
        ROOT = { religion_group = christian }            
        NOT = { FROMFROM = { religion_group = christian } }
        ROOT = {
            OR = {
                capital_scope = {
                        region = world_europe_west_iberia
                }
                any_realm_lord = {
                    capital_scope = {
                        region = world_europe_west_iberia
                    }
                }
            }
        }
     }
    immediate = {
         set_global_flag = reconquista_ended
         any_playable_ruler = { narrative_event = { id = ri.0016 } }
    }
}

# End of the Reconquista
narrative_event = {
    id = ri.0016
    desc = EVTDESC_HF_49452
    title = EVTTITLE_HF_49452
    picture = GFX_evt_beatification
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    option = {
        name = EVTOPTA_HF_49452
        trigger = {
            religion_group = christian
        }
    }
    option = {
        name = EVTOPTB_HF_49451
        trigger = {
            NOT = {
                religion_group = christian
            }
        }
    }
}
 
Is there any way to restrict number of consorts for some culture/bloodline belonging to a religion that allows more?
I mean I made that all catholics have 3 concubines but I'd like to make that english culture only take 1 concubine.

Is it anyway possible?
You would have to disable the take concubine interaction in defines and write your own replacement targeted decision to do it.
 
If I disable in defines will it make it possible to apply set_max_consorts to cultures?
No, that's why you need to write a replacement so you can add your own logic, you can add concubines in events/decisions.

From your example of you would have the targetted decision allow section to check the person taking the concubine has less than 3, unless they are English then they must have 0.
I mean I made that all Catholics have 3 concubines but I'd like to make that english culture only take 1 concubine.

This would only work if the government or religion allows concubines though.
 
Is there any way to restrict number of consorts for some culture/bloodline belonging to a religion that allows more?
I mean I made that all catholics have 3 concubines but I'd like to make that english culture only take 1 concubine.

Is it anyway possible?

You could define the Catholic religion as allowing only one concubine and give all non-English culture Catholics access to a government type that allows three, since the government will take precedence over the religion.
 
So this is a thing:

Code:
bloodline_effect_shiite_leader = {
    show_as_percent = no
    is_good = yes
    is_monthly = no
    is_hidden = no
    max_decimals = 0
    show_value = no
}

Is it possible to script a Sunni equivalent? I can see where I'd add it (in the same file as the Shiite one) but I don't know where the effects are scripted or how to actually link it.

Are these bloodline things hardcoded aside from the list in the file?
 
Is it possible to script a Sunni equivalent? I can see where I'd add it (in the same file as the Shiite one) but I don't know where the effects are scripted or how to actually link it.

Are these bloodline things hardcoded aside from the list in the file?
All the bloodline effects do nothing, they are just a way of allowing localization text to appear in the bloodline itself.

Code:
bloodline_effect_shiite_leader;§Y[shiite.GetName] Leadership§!;§YGouvernance [shiite.GetName]§!;§Y[shiite.GetName]e Führung§!;;§YLiderazgo [shiite.GetName]§!;;;;;x

The real effect is done via the bloodline_shiite_leader flag and is checked via has_bloodline_flag
Code:
fatimid = {
    monthly_character_prestige = 0.25
    shiite_opinion = 5
    combat_rating = 5
    bloodline_effect_great_heroes_appear = 1
    bloodline_effect_shiite_leader = 1
    inheritance = patrilineal
    allow_bastards = no
    picture = GFX_bloodlines_placeholder_symbol_2
    flags = { historical_bloodline bloodline_heroes bloodline_shiite_leader }
    active = {
        religion = shiite
    }
}
 
Right, sure, but what would 'bloodline_effect_sunni_leader = 1' actually connect to? How does it work?
 
The localization line, that's it.
Oh right, so what you're saying is the 'bloodline_effect_shiite_leader' is literally just a localization thing for the bloodline? All it does is signify that person is considered leader of the Shiite faith, and it has no actual in-game effect otherwise?
 
Is it possible to know the terrain of each province from the game files (apart from terrain.bmp)? I know some of the provinceshave terrain in history, which overrides terrain.bmp, but what of the others?
 
What do 'bloodline_dynastic_meddling' and 'bloodline_effect_ambition' do?