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What do we know about rationality, zeal etc? I found a bit on the modifiers page of the wiki but that's very basic information.
AFAIK it's used for some AI weights (perhaps on CBs?), and maybe for some undocumented hardcoded interactions, but overall it doesn't seem to have been widely-used by the devs in the visible text files. If you're writing your own events, you could include weightings for rationality/zeal/etc in the way the AI chooses event options.
 
How many troops did you give them? Did your raid-test AI have the "looters prefer coastal counties" culture/religion feature?

(In my games, viking raiders with 1-2k men seem to manage their raiders fairly effectively - keep their boats close, run away from doomstacks, etc. Similarly, land raiders with 1-2k men seem to understand that they can only get money from adjacent counties. Maybe your issue was that you tried to give sea-raiding troops to an AI who only understands how to land-raid.)

Around 2k raiders for an unreformed germanic. Well, I should playtest it some more, I just did it once to check what happens when spawning troops and then I was really disapointed.
 
AFAIK it's used for some AI weights (perhaps on CBs?), and maybe for some undocumented hardcoded interactions, but overall it doesn't seem to have been widely-used by the devs in the visible text files. If you're writing your own events, you could include weightings for rationality/zeal/etc in the way the AI chooses event options.

I do use it on some checks, I like how it keeps things mysterious unlike if this character has that trait he's going to be a pain or if I'm paranoid these events around rumours of plots are probably fake.

I wondered if things like greed could be one of the key on why some AI farm gold but refuse to build buildings,... I guess the AI will keep some of its mysteries :)
 
Do I need to declare namespace only in event files or everywhere an ID is used, like for exemple in on_actions?
 
I'm a bit confused by a thing on the wiki about opinion modifiers.

For the condition has_opinion_modifier, it says Checks if the scoped character has the given opinion modifier towards who character. This I understand.

Now, for reverse_has_opinion_modifier, it says Similar to has_opinion_modifier, but with the scopes reversed. I can't make sense of it. Maybe let's pick the exemple it offers:
Code:
reverse_has_opinion_modifier = {
    who = ROOT
    modifier = opinion_supported_pope
}

Where does it check for the opinion_supported_pope?
 
Code:
reverse_has_opinion_modifier = {
    who = ROOT
    modifier = opinion_supported_pope
}

Where does it check for the opinion_supported_pope?
This code snippet evaluates to "true" if ROOT has opinion_supported_pope towards the scoped character.
 
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Does a random list always pick one of the options even if there's no fallback option? I want to have two possible outcomes, each weighted depending on traits etc but I'm not sure how to go with this.
 
Does a random list always pick one of the options even if there's no fallback option? I want to have two possible outcomes, each weighted depending on traits etc but I'm not sure how to go with this.
In most cases, yes.

The exception can be if there are modifiers to each option that specifically prohibit it (i.e. factor = 0) from being picked if something is true. If, for some reason, those modifiers in every single option evaluate to true, then the game will pick nothing, and nothing will happen.
 
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I don't get how "owed_favor_activated_by" is supposed to work with titles or provinces. Isn't that supposed to check that somebody is repaying a favor currently by say voting like the other character? I guess it could point at the title owner but how about province?

On scopes that use something like where... I have only seen used with special scopes like ROOT etc. Would it work with other scopes?

I'm not sure how to use PREV.

Code:
            FROM = {
                location = {
                    ROOT = {
                        job_spymaster = {
                            set_job_action = {
                                action = action_organize_spies_mystics
                                where = PREVPREVPREVPREV
                            }
                        }
                    }
                }
            }

It is meant to find the location of FROM and set ROOT's spymaster to do the job action there for... genuine intents. Does the first PREV points at set_job_action or job_spymaster, ie. do I need 3 or 4 PREV? rereading the wiki, I'm confused on this.
 
I'm not sure how to use PREV.

Code:
            FROM = {
                location = {
                    ROOT = {
                        job_spymaster = {
                            set_job_action = {
                                action = action_organize_spies_mystics
                                where = PREVPREVPREVPREV
                            }
                        }
                    }
                }
            }

It is meant to find the location of FROM and set ROOT's spymaster to do the job action there for... genuine intents. Does the first PREV points at set_job_action or job_spymaster, ie. do I need 3 or 4 PREV? rereading the wiki, I'm confused on this.

The first PREV points back to the previous scope, so that would be ROOT. PREVPREV thus is location, PREVPREVPREV is FROM, and PREVPREVPREVPREV is whatever scope came before that.
 
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Thanks, I think I get it... set_job is a command, job_spymaster is the current scope and so the previous is ROOT. That saved me a good lot of time loading and playtesting!