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?
Also, can you add church opinion?
Liege is liege, who you are vassal of.What is the difference between host and liege?
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?
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.
# 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
}
}
}
}
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.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.
# 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
}
}
}
}
You would have to disable the take concubine interaction in defines and write your own replacement targeted decision to do it.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?
write your own replacement targeted decision to do it
No, that's why you need to write a replacement so you can add your own logic, you can add concubines in events/decisions.If I disable in defines will it make it possible to apply set_max_consorts to cultures?
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?
bloodline_effect_shiite_leader = {
show_as_percent = no
is_good = yes
is_monthly = no
is_hidden = no
max_decimals = 0
show_value = no
}
All the bloodline effects do nothing, they are just a way of allowing localization text to appear in the bloodline itself.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?
bloodline_effect_shiite_leader;§Y[shiite.GetName] Leadership§!;§YGouvernance [shiite.GetName]§!;§Y[shiite.GetName]e Führung§!;;§YLiderazgo [shiite.GetName]§!;;;;;x
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
}
}
The localization line, that's it. As I said it doesn't do anything else other than show text in the bloodline screen. You just need to add a modifier definition as you have already identified.Right, sure, but what would 'bloodline_effect_sunni_leader = 1' actually connect to? How does it work?
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?The localization line, that's it.