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It would make much more sense for it to be exactly the other way around. One cannot have a non-existing culture, so it's always false, and therefore it's true that one does not have a non-existing culture.
I agree that'd be more sensible, but I remember roughly "We got a ton of nrw bugs because PDS changed it and [at the time non-existent] 'religion_group = muslim' suddenly evaluated as true" from AtE/AtEFF.
Has anyone figured out how to make the add_custom_history command (for wonders) work? According to the wiki, it's used in vanilla, but I can't find it anywhere, and it doesn't seem to have any effect (I'm using it inside a "wonder" scope from a decision; the wonder most definitely exists, and building upgrades and stuff seems to work just fine).
Has anyone figured out how to make the add_custom_history command (for wonders) work? According to the wiki, it's used in vanilla, but I can't find it anywhere, and it doesn't seem to have any effect (I'm using it inside a "wonder" scope from a decision; the wonder most definitely exists, and building upgrades and stuff seems to work just fine).
It does indeed only appear to be a province history command, where I have tested it to work. Rare are the occasions when Paradox add more history commands than regular script commands, but this appears to be one.
It does indeed only appear to be a province history command, where I have tested it to work. Rare are the occasions when Paradox add more history commands than regular script commands, but this appears to be one.
If this limitation is already well-known, or if others can replicate this effect, it's probably worth including on the relevant wiki page. (And, separately, I'm going to have to think about how to deal this rather-commonly-occurring limitation in the context of this event.)
On the other hand, if you have counterexamples or workarounds - I'm very keen to hear about them!
If this limitation is already well-known, or if others can replicate this effect, it's probably worth including on the relevant wiki page. (And, separately, I'm going to have to think about how to deal this rather-commonly-occurring limitation in the context of this event.)
On the other hand, if you have counterexamples or workarounds - I'm very keen to hear about them!
10 matches what I can recall from a few years ago. CleanSlate has an adjustment in faction ultimatum events so that they will always show portraits, rather than showing nothing if the faction in question has more than 10 members, which makes it seem like there's hardly any power behind the ultimatum.
10 matches what I can recall from a few years ago. CleanSlate has an adjustment in faction ultimatum events so that they will always show portraits, rather than showing nothing if the faction in question has more than 10 members, which makes it seem like there's hardly any power behind the ultimatum.
No, I just used count = 10, to ensure that at least some portraits always show up. For these specific events, it's only for the tooltip, anyway, so it doesn't change the outcome of the events.
No, I just used count = 10, to ensure that at least some portraits always show up. For these specific events, it's only for the tooltip, anyway, so it doesn't change the outcome of the events.
Related question: Can you think of a good way to display all members of a society so that the player can easily browse them?
I find it very hard to browse the member list in the society tab - especially for public societies where I'm not a member.
Eg: In the base game, if you want to find a member of a monastic society with excellent education to tutor your kids.
I was previously thinking of simply shoving all members into an event option so you could click on their portraits while keeping the event on-screen... but I guess I now know that's not an option!
I guess you could theoretically still use this method, but you would also need some convoluted code to ensure that only 10 members are picked for each option. And some logic to ensure members can't be inserted in more than one option. And some kind of looping to handle societies with >40 members (4 options * 10 characters per option = 40).
Related question: Can you think of a good way to display all members of a society so that the player can easily browse them?
I find it very hard to browse the member list in the society tab - especially for public societies where I'm not a member.
Eg: In the base game, if you want to find a member of a monastic society with excellent education to tutor your kids.
I was previously thinking of simply shoving all members into an event option so you could click on their portraits while keeping the event on-screen... but I guess I now know that's not an option!
I guess you could theoretically still use this method, but you would also need some convoluted code to ensure that only 10 members are picked for each option. And some logic to ensure members can't be inserted in more than one option. And some kind of looping to handle societies with >40 members (4 options * 10 characters per option = 40).
Use the character finder with suitable search terms, e.g. the Community of Saint Basil's members can be found with "Saint" and "Basil" (though "Community" doesn't work).
Use the character finder with suitable search terms, e.g. the Community of Saint Basil's members can be found with "Saint" and "Basil" (though "Community" doesn't work).
I didn't know you could search for society members in the character finder. I'm still learning things about this game after all this time. Thanks for the tip.
I didn't know you could search for society members in the character finder. I'm still learning things about this game after all this time. Thanks for the tip.
I'm seeing an unexpected blocker for the "Ask Liege for Land [for unlanded son/daughter]" decision:
The failed condition contains the following under the custom_tooltip (the OR will be cleaned up since it doesn't do anything due to the previous is_adult).
Code:
any_child = {
is_female = no
employer = {
character = PREV
}
is_adult = yes
is_heir = no
prisoner = no
is_incapable = no # Works here!
has_inheritance_blocker = no
NOT = { trait = bastard }
OR = {
is_adult = yes
AND = {
ROOT = {
is_any_bureaucrat_trigger = no
}
FROM = {
is_any_bureaucrat_trigger = no
}
}
}
}
As Svend II of Denmark just after the Stamford Bridge start, I assure you I have several adult sons that aren't non-legitimate bastards, landed, or my heir, e.g.
The failed condition contains the following under the custom_tooltip (the OR will be cleaned up since it doesn't do anything due to the previous is_adult).
Code:
any_child = {
is_female = no
employer = {
character = PREV
}
is_adult = yes
is_heir = no
prisoner = no
is_incapable = no # Works here!
has_inheritance_blocker = no
NOT = { trait = bastard }
OR = {
is_adult = yes
AND = {
ROOT = {
is_any_bureaucrat_trigger = no
}
FROM = {
is_any_bureaucrat_trigger = no
}
}
}
}
As Svend II of Denmark just after the Stamford Bridge start, I assure you I have several adult sons that aren't non-legitimate bastards, landed, or my heir, e.g.
I will be trying that... though outside comments (" # Works here!"; we normally use a different check in Tianxia to not have fake incapacitation by a regent not count for e.g. incapable suicides), one line that shows up as green ("has_regent = yes # Any and all regencies"), and using "employer = { character = PREV }" rather than "vassal_of = ROOT is_ruler = no" (reverting that doesn't seem to change anything...) it's pure CleanSlate:
The full decision, as currently implemented in the development version I'm testing with (after noticing the bug in our latest release):
Code:
ask_for_land = {
filter = liege
ai_target_filter = liege
ai_check_interval = 12
is_high_prio = yes
only_playable = yes
from_potential = {
OR = {
has_ambition = obj_land_for_son
has_ambition = obj_land_for_daughter
}
higher_real_tier_than = BARON
}
allow = {
FROM = {
prisoner = no
in_revolt = no
is_incapable = no # Works here!
is_inaccessible_trigger = no
has_regent = no # Any and all regencies
trigger_if = {
limit = { has_ambition = obj_land_for_son }
custom_tooltip = {
text = tooltip_land_for_son
# Should match obj_land_for_son trigger
any_child = {
is_female = no
employer = {
character = PREV
}
is_adult = yes
is_heir = no
prisoner = no
is_incapable = no # Works here!
has_inheritance_blocker = no
NOT = { trait = bastard }
}
}
}
trigger_else = {
custom_tooltip = {
text = tooltip_land_for_daugther
# Should match obj_land_for_daughter trigger
any_child = {
is_female = yes
employer = {
character = PREV
}
is_adult = yes
is_heir = no
prisoner = no
is_incapable = no # Works here!
has_inheritance_blocker = no
NOT = { trait = bastard }
}
}
}
}
ROOT = {
has_regent = no
in_revolt = no
NOT = {
has_opinion_modifier = {
name = requested_land
who = PREV
}
}
any_demesne_title = {
real_tier = COUNT
can_be_given_away = yes
location = {
show_scope_change = no
is_capital = no
}
}
}
}
effect = {
FROM = {
show_scope_change = no
prestige = -20
}
custom_tooltip = {
text = ask_for_land_tooltip
opinion = {
name = requested_land
who = FROM
years = 2
}
character_event = {
id = ZE.6012
days = 3
}
}
}
ai_will_do = {
factor = 0.1
mult_modifier = {
factor = 2
FROM = { trait = proud }
}
mult_modifier = {
factor = 2
FROM = { trait = stubborn }
}
mult_modifier = {
factor = 2
FROM = { trait = greedy }
}
mult_modifier = {
factor = 2
FROM = { trait = ambitious}
}
mult_modifier = {
factor = 0.5
FROM = { trait = content }
}
mult_modifier = {
factor = 0.5
FROM = { trait = shy}
}
mult_modifier = {
factor = 0.5
FROM = { trait = craven}
}
mult_modifier = {
factor = 0.5
FROM = { trait = humble }
}
}
}
The Validator also doesn't report anything wrong with the file, nor does error.log.
I will be trying that... though outside comments (" # Works here!"; we normally use a different check in Tianxia to not have fake incapacitation by a regent not count for e.g. incapable suicides), one line that shows up as green ("has_regent = yes # Any and all regencies"), and using "employer = { character = PREV }" rather than "vassal_of = ROOT is_ruler = no" (reverting that doesn't seem to change anything...) it's pure CleanSlate:
The full decision, as currently implemented in the development version I'm testing with (after noticing the bug in our latest release):
Code:
ask_for_land = {
filter = liege
ai_target_filter = liege
ai_check_interval = 12
is_high_prio = yes
only_playable = yes
from_potential = {
OR = {
has_ambition = obj_land_for_son
has_ambition = obj_land_for_daughter
}
higher_real_tier_than = BARON
}
allow = {
FROM = {
prisoner = no
in_revolt = no
is_incapable = no # Works here!
is_inaccessible_trigger = no
has_regent = no # Any and all regencies
trigger_if = {
limit = { has_ambition = obj_land_for_son }
custom_tooltip = {
text = tooltip_land_for_son
# Should match obj_land_for_son trigger
any_child = {
is_female = no
employer = {
character = PREV
}
is_adult = yes
is_heir = no
prisoner = no
is_incapable = no # Works here!
has_inheritance_blocker = no
NOT = { trait = bastard }
}
}
}
trigger_else = {
custom_tooltip = {
text = tooltip_land_for_daugther
# Should match obj_land_for_daughter trigger
any_child = {
is_female = yes
employer = {
character = PREV
}
is_adult = yes
is_heir = no
prisoner = no
is_incapable = no # Works here!
has_inheritance_blocker = no
NOT = { trait = bastard }
}
}
}
}
ROOT = {
has_regent = no
in_revolt = no
NOT = {
has_opinion_modifier = {
name = requested_land
who = PREV
}
}
any_demesne_title = {
real_tier = COUNT
can_be_given_away = yes
location = {
show_scope_change = no
is_capital = no
}
}
}
}
effect = {
FROM = {
show_scope_change = no
prestige = -20
}
custom_tooltip = {
text = ask_for_land_tooltip
opinion = {
name = requested_land
who = FROM
years = 2
}
character_event = {
id = ZE.6012
days = 3
}
}
}
ai_will_do = {
factor = 0.1
mult_modifier = {
factor = 2
FROM = { trait = proud }
}
mult_modifier = {
factor = 2
FROM = { trait = stubborn }
}
mult_modifier = {
factor = 2
FROM = { trait = greedy }
}
mult_modifier = {
factor = 2
FROM = { trait = ambitious}
}
mult_modifier = {
factor = 0.5
FROM = { trait = content }
}
mult_modifier = {
factor = 0.5
FROM = { trait = shy}
}
mult_modifier = {
factor = 0.5
FROM = { trait = craven}
}
mult_modifier = {
factor = 0.5
FROM = { trait = humble }
}
}
}
The Validator also doesn't report anything wrong with the file, nor does error.log.
The problem appears to be in employer = {}. I think it doesn't tooltip correctly, referring to the wrong character and showing how it evaluates for that wrong character, making it seem as if it evaluates correctly, while actually being false. Using employer = { character = PREVPREV } and employer = { character = ROOT_FROM } together works, even if the first one appears false in the tooltip.
Oh CK2, you're a broken mess, but we love you anyway.
At some point, I will eventually migrate over to CK3, and it will be, shall we say, interesting to see what messes they've fixed for that compared to #2 - and of course, what new messes they've added.
The problem appears to be in employer = {}. I think it doesn't tooltip correctly, referring to the wrong character and showing how it evaluates for that wrong character, making it seem as if it evaluates correctly, while actually being false. Using employer = { character = PREVPREV } and employer = { character = ROOT_FROM } together works, even if the first one appears false in the tooltip.