If this part is accurate, you'll have to make do with holding modifiers, or global variables. Perhaps (global) dynamic flags can help.
Sorry, your link is broken?
If this part is accurate, you'll have to make do with holding modifiers, or global variables. Perhaps (global) dynamic flags can help.
Sorry, your link is broken?
Well, you took out 5 occurrences of "is_land = yes" in the can_use. I'd put those back, as they make sure the neighbor of neighbor logic only goes by land, not across water.I am trying to increase the breath of the Reconquista mechanic to include parts of southern france, as often I saw Islam expanding into that area.
I have made a modification that I believe to be sound, but it doesn't work, so I am hoping to have a set of fresh eyes point out something I am missing.
Here is my CB edit.
Code:# France Test # reconquista_aquitaine = { name = CB_NAME_RECONQUISTA_AQUITAINE war_name = WAR_NAME_RECONQUISTA_AQUITAINE diplo_view_region = custom_aquitaine sprite = 9 truce_days = 3650 is_permanent = yes is_holy_war = yes attacker_rel_head_is_ally = yes battle_warscore_mult = 0.5 #max_defender_occupation_score = 85 allow_whitepeace = no allowed_to_target_tributaries = yes can_ask_to_join_war = yes sort_priority = 10000 can_use_gui = { ROOT = { prisoner = no is_adult = yes } } can_use = { ROOT = { has_character_flag = currently_reconquering_iberia not_reconquista_check_trigger = yes any_realm_province = { OR = { AND = { any_neighbor_province = { region = custom_aquitaine } } AND = { NOT = { any_neighbor_province = { region = custom_aquitaine } } NOT = { any_neighbor_province = { region = world_europe_west_francia owner = { OR = { AND = { independent = yes NOT = { religion_group = christian } } top_liege = { NOT = { religion_group = christian } } } } } } any_neighbor_province = { any_neighbor_province = { region = custom_aquitaine } } } AND = { NOR = { any_neighbor_province = { region = custom_aquitaine } any_neighbor_province = { any_neighbor_province = { region = custom_aquitaine } } } NOT = { any_neighbor_province = { any_neighbor_province = { region = world_europe_west_francia owner = { OR = { AND = { independent = yes NOT = { religion_group = christian } } top_liege = { NOT = { religion_group = christian } } } } } } } any_neighbor_province = { any_neighbor_province = { any_neighbor_province = { region = custom_aquitaine } } } } } } conditional_tooltip = { trigger = { ai = yes } NOT = { has_character_modifier = reconquista_preparation_duration } } } FROM = { any_realm_province = { region = custom_aquitaine } NOT = { religion_group = ROOT } } } is_valid = { ROOT = { show_scope_change = no custom_tooltip = { text = reconquista_valid_TT has_character_flag = currently_reconquering_iberia } } custom_tooltip = { text = reconquista_valid_2_TT FROM = { NOT = { religion_group = ROOT } } } } on_add = { custom_tooltip = { text = add_allies_reconquista_TT } ROOT = { character_event = { id = HF.49210 } } } on_success = { d_aquitaine = { save_event_target_as = first_duchy_title } d_gascogne = { save_event_target_as = second_duchy_title } reconquista_win_effect = yes } on_reverse_demand = { reconquista_lose_effect = yes } on_invalidation = { ROOT = { character_event = { id = HF.49200 } } } attacker_ai_victory_worth = { factor = -1 } attacker_ai_defeat_worth = { factor = 100 } defender_ai_victory_worth = { factor = -1 } defender_ai_defeat_worth = { factor = 100 } }
I added this in Geographical_region.txt
Code:custom_aquitaine = { duchies = { d_aquitaine d_gascogne } }
And I added this localisation to the HolyFury.csv
If I'm honest, the CB portion doesn't make a ton of sense to me. I can't understand much of the logic, so I just literally copy/pasted from a previous reconquest CB and changed the regions as appropriates.
I left the flag, as I believe that has no baring on it, as long as it fires from the Decision to start preparing for reconquest right?
Also, as an aside, I can't understand the logic that allows you to be multiple counties away and still declare reconquest CB for a specific.
For example, in my tests, I take land in the duchy of Aquitaine, and I can use the CB for navarre, but not the one I made etc.
Where is that logic stored and is there any way to expand the reach, so just in case I can get this working I can make it easier for France etc to be able to declare to reconquest.
Thanks if anyone can help!
Well, you took out 5 occurrences of "is_land = yes" in the can_use. I'd put those back, as they make sure the neighbor of neighbor logic only goes by land, not across water.
Since you're adding Aquitaine to the Reconquista, you need to add "region = custom_aquitaine" to the check_if_reconquista_finished_effect about line 1747 of /common/scripted_effects/04_scripted_effects_crusades.txt. Otherwise, the Reconquista will be declared finished even if non-christians still hold any of Aquitaine.
But I think your real problem is that the vanilla Reconquista CBs check if neighbor provinces are in world_europe_west_iberia while yours checks world_europe_west_francia. You really need to create a custom region covering Iberia + Aquitaine, and change all the vanilla & yours to check that region.
Additionally, the prepare_reconquista decision requires you to have a duchy or higher title in Iberia, and only sends notification of the Reconquista to rulers with any titles in Iberia. The notification is fairly trivial, but the other part could interfere with France doing any of this, unless they're already in Iberia. If you do the custom region I described above, you should change the decision to use it too.
Finally, if you plan to add other parts of southern France, you should expand that custom region to cover all of that, and add all the new regions to check_if_reconquista_finished_effect.
-----
And if you don't like all that, you could instead create a separate Reconquista decision, global flags, CBs, and events just covering France. This would be more compatible with other mods, but would totally separate the 2 Reconquistas: one for Iberia, one for France. On the other hand, the check_if_reconquista_finished_effect is in every CB, so the simple (hah!) thing would be to expand check_if_reconquista_finished_effect to check both Reconquistas separately. If you made a whole new check effect, you'd need to add it to every CB, defeating the compatibility.
Well, you took out 5 occurrences of "is_land = yes" in the can_use. I'd put those back, as they make sure the neighbor of neighbor logic only goes by land, not across water.
Since you're adding Aquitaine to the Reconquista, you need to add "region = custom_aquitaine" to the check_if_reconquista_finished_effect about line 1747 of /common/scripted_effects/04_scripted_effects_crusades.txt. Otherwise, the Reconquista will be declared finished even if non-christians still hold any of Aquitaine.
But I think your real problem is that the vanilla Reconquista CBs check if neighbor provinces are in world_europe_west_iberia while yours checks world_europe_west_francia. You really need to create a custom region covering Iberia + Aquitaine, and change all the vanilla & yours to check that region.
Additionally, the prepare_reconquista decision requires you to have a duchy or higher title in Iberia, and only sends notification of the Reconquista to rulers with any titles in Iberia. The notification is fairly trivial, but the other part could interfere with France doing any of this, unless they're already in Iberia. If you do the custom region I described above, you should change the decision to use it too.
Finally, if you plan to add other parts of southern France, you should expand that custom region to cover all of that, and add all the new regions to check_if_reconquista_finished_effect.
-----
And if you don't like all that, you could instead create a separate Reconquista decision, global flags, CBs, and events just covering France. This would be more compatible with other mods, but would totally separate the 2 Reconquistas: one for Iberia, one for France. On the other hand, the check_if_reconquista_finished_effect is in every CB, so the simple (hah!) thing would be to expand check_if_reconquista_finished_effect to check both Reconquistas separately. If you made a whole new check effect, you'd need to add it to every CB, defeating the compatibility.
Have you tried using the Validator on your mod?I have to feel like its some spelling error or something stupid I am just overlooking, because it doesn't make much sense why the CB never shows up.
d_norse_pagan_reformed_heresy_aztec_hybrid = {
color={ 155 155 235 }
color2={ 220 220 0 }
capital = 32 # Middlesex
creation_requires_capital = no
dignity = 100 # Counted as having this many more counties than it does
title = "FYLKIR"
title_female = "FYLKJA"
foa = "FYLKIR_FOA"
short_name = yes
religion = norse_pagan_reformed_heresy_aztec_hybrid
# Controls a religion
controls_religion = norse_pagan_reformed_heresy_aztec_hybrid
allow = {
religion = norse_pagan_reformed_heresy_aztec_hybrid
custom_tooltip = {
text = norse_aztec_creation_independent
hidden_tooltip = {
in_revolt = no
OR = {
independent = yes
NOT = {
any_liege = {
OR = {
in_revolt = yes
NOT = { religion = norse_pagan_reformed_heresy_aztec_hybrid }
}
}
}
}
}
}
custom_tooltip = {
text = THREE_HOLY_SITES_TT
hidden_tooltip = {
any_realm_title = {
count = 3
is_holy_site = ROOT
}
}
}
OR = {
piety = 1000
AND = {
trait = bloodthirsty_gods_1
piety = 750
}
AND = {
trait = bloodthirsty_gods_2
piety = 500
}
AND = {
trait = bloodthirsty_gods_2
piety = 250
}
}
}
dynasty_title_names = no # Will not be named "Seljuk", etc.
}
I only have an idea for your second question: I'm assuming you're not using Holy Fury?I've made a head of religion title in landed_titles.txt, however upon formation it changes the character's government type to Landless, why?
AND = {
religion = norse_pagan_reformed
has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
}
AND = {
OR = {
religion = norse_pagan_reformed
religion = <your_awesome_sounding_religion_reformed>
}
has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
}
I only have an idea for your second question: I'm assuming you're not using Holy Fury?
In feudal_governments.txt, there's three occurrences of this bit:
Norse paganism used to be treated as special, because it was the only religion where if you reform it, you become the head of faith. However, with HF the reformation process is more dynamic.Code:AND = { religion = norse_pagan_reformed has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working }
In any case, try replacing the script snippets with this snippet:
Code:AND = { OR = { religion = norse_pagan_reformed religion = <your_awesome_sounding_religion_reformed> } has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working }
Please let me know if you end up releasing it; this sounds radFirst heresy I'm making is a syncretic Norse/Aztec faith arising from survivors that fled the New World upon discovery of the Aztecs, who hope to appease the bloodthirsty gods they have discovered by mass sacrifice.
Planning on releasing it - I think I've got 99% of the mechanics needed for this religion sorted (there's likely a few things that slipped through the cracks), just need to sort localisation.Please let me know if you end up releasing it; this sounds rad![]()
NoCould terrain be theorically changed in game? Such as through an event?
Unfortunate, but thanks for the quick reply.
To make a title never have a holder, make a history file for it, and disable it in a very early entry. Look at the file for e_mexikha.I'm trying to make a reformable religion that obviously only has a religious head after it's been reformed. Currently, if i pick the "pope like" option in the reform UI my RH loses his title after a few days due to me having the title set as landless = no. BUT, if i set landless = yes, the title starts the game already with a holder. I'm not sure where i went wrong.
To make a title never have a holder, make a history file for it, and disable it in a very early entry. Look at the file for e_mexikha.
It needs to be landless = yes, but I believe you also have to add a title history for it that marks it as disabled at game start. Check the title histories of other pagan religious heads and copy one of those.