I'm trying to figure out the limitations of holding graphics. Holdings can have different graphics based on culture. Is this hardcoded to be just culture, or could be based on other factors as well?
Great Works seem to have a strip, instead of just a single image, allowing for the art to change if the Great Work reaches a new stage. They also have a changing background based on terrain.
Is there any way for castle, city and temple holdings to have the same modularity as Great Works? I would love for the image to change if the buildings in the holding are upgraded and for terrain to be represented in the background of the graphics.
If I remember correctly, there is some allowance for backgrounds like coast/ocean and desert. It might just be for trade posts though, I'd have to look again to remember.I'm trying to figure out the limitations of holding graphics. Holdings can have different graphics based on culture. Is this hardcoded to be just culture, or could be based on other factors as well?
Great Works seem to have a strip, instead of just a single image, allowing for the art to change if the Great Work reaches a new stage. They also have a changing background based on terrain.
Is there any way for castle, city and temple holdings to have the same modularity as Great Works? I would love for the image to change if the buildings in the holding are upgraded and for terrain to be represented in the background of the graphics.
become_strong = {
is_high_prio = yes
potential = {
date < 937.1.1
}
allow = {
independent = yes
NOT = {
OR = {
has_character_modifier = became_strong
has_character_modifier = didnt_become_strong
}
}
}
effect = {
random_list = {
90 = {
add_character_modifier = {
name = didnt_become_strong
duration = -1
}
}
10 = {
add_character_modifier = {
name = became_strong
duration = -1
}
spawn_unit = {
owner = ROOT
province = capital_scope
home = capital_scope
troops = {
archers = { 200 200 }
light_infantry = { 500 500 }
heavy_infantry = { 250 250 }
light_cavalry = { 50 50 }
}
attrition = 1.0
maintenance_multiplier = 0
cannot_inheret = yes
}
}
}
}
ai_will_do
{
factor = 1
}
}
Does anyone know how to make sure the AI will always take a decision as soon as possible? I'm trying to make such a decision, but the AI is refusing to take it.
Code:become_strong = { is_high_prio = yes potential = { date < 937.1.1 } allow = { independent = yes NOT = { OR = { has_character_modifier = became_strong has_character_modifier = didnt_become_strong } } } effect = { random_list = { 90 = { add_character_modifier = { name = didnt_become_strong duration = -1 } } 10 = { add_character_modifier = { name = became_strong duration = -1 } spawn_unit = { owner = ROOT province = capital_scope home = capital_scope troops = { archers = { 200 200 } light_infantry = { 500 500 } heavy_infantry = { 250 250 } light_cavalry = { 50 50 } } attrition = 1.0 maintenance_multiplier = 0 cannot_inheret = yes } } } } ai_will_do { factor = 1 } }
For context, I'm trying to make shattered worlds consolidate faster by giving one in ten AI rulers some extra troops at the start of the game, but that requires them to actually take the decision.
Whizzer is absolutely correct, but for future reference there's also an error in your code. You need anDoes anyone know how to make sure the AI will always take a decision as soon as possible? I'm trying to make such a decision, but the AI is refusing to take it.
Code:become_strong = { is_high_prio = yes potential = { date < 937.1.1 } allow = { independent = yes NOT = { OR = { has_character_modifier = became_strong has_character_modifier = didnt_become_strong } } } effect = { random_list = { 90 = { add_character_modifier = { name = didnt_become_strong duration = -1 } } 10 = { add_character_modifier = { name = became_strong duration = -1 } spawn_unit = { owner = ROOT province = capital_scope home = capital_scope troops = { archers = { 200 200 } light_infantry = { 500 500 } heavy_infantry = { 250 250 } light_cavalry = { 50 50 } } attrition = 1.0 maintenance_multiplier = 0 cannot_inheret = yes } } } } ai_will_do { factor = 1 } }
For context, I'm trying to make shattered worlds consolidate faster by giving one in ten AI rulers some extra troops at the start of the game, but that requires them to actually take the decision.
=
after ai_will_do
.Whizzer is absolutely correct, but for future reference there's also an error in your code. You need an=
afterai_will_do
.
Furthermore, again for future reference, you can generally increase an AI's likelihood to take a decision by increasing the factor, though I don't know if raising it beyond 1 (equivalent to 100% I think?) makes any difference.
I mean, like in general. I've modded both games a little bit, but only recently really got into EU4 modding making this mess of a grand campaign mod.I've not modded EU4 in many years (and not very extensively even then), but it most likely comes down to what you're trying to do since the games are rather different beasts and some things might be trivial in one game but effectively impossible in the other (e.g. CK2 does not support having colonizable provinces; a province either has a holder at all times, or it does not (or you create an elaborate workaround to have some "Non-character characters" that hold them and that are blocked from effectively everything)).
any_owned_bloodline = { always = yes }
work? That is, would that code only satisfy a trigger if the character does in fact have a bloodline?