So I have the following decisions in my mod:
And whenever activating the second decision (develop\_the\_channel), it is firing event channel.003 instead of channel.002 for some reason
I'm not sure why this is. Anyone have any ideas?
Code:
decisions = {
`unite_the_isles = {`
`only_independent = yes`
`is_high_prio = yes`
`ai_check_interval = 24`
`potential = {`
`is_playable = yes`
`culture = channel_islander`
`is_adult = yes`
`prisoner = no`
`NOT = { trait = incapable }`
`NOT = { has_global_flag = isles_united }`
`NOR = {`
has_alternate_start_parameter = { key = religion_names value = random }
`}`
`OR = {`
has_landed_title = c_jersey
has_landed_title = c_guernsey
has_landed_title = c_alderney
`}`
`}`
`allow = {`
`war=no`
`primary_title = { title = d_channel_islands }`
`prestige = 2000`
`wealth = 500`
`completely_controls = d_channel_islands`
`controls = 1950`
`controls = 1949`
`controls = 35`
`controls = 54`
`controls = 36`
`controls = 34`
`controls = 33`
`controls = 79`
`controls = 1939`
`}`
`effect = {`
`set_global_flag = isles_united`
`narrative_event = { id = channel.0001}`
`}`
`ai_will_do = {`
`factor = 1`
`}`
`}`
`develop_the_channel = {`
`only_independent = yes`
`is_high_prio = yes`
`ai_check_interval = 24`
`potential = {`
`is_playable = yes`
`culture = channel_islander`
`is_adult = yes`
`prisoner = no`
`NOT = { trait = incapable }`
`NOT = { has_global_flag = isles_developed }`
`NOR = {`
has_alternate_start_parameter = { key = religion_names value = random }
`}`
`AND = {`
has_landed_title = c_jersey
has_landed_title = c_guernsey
has_landed_title = c_alderney
has_landed_title = d_channel_islands
`}`
`}`
`allow = {`
`war=no`
`wealth = 1500`
`completely_controls = d_channel_islands`
`}`
`effect = {`
`set_global_flag = isles_developed`
`character_event = { id = channel.0002}`
`}`
`ai_will_do = {`
`factor = 1`
`}`
`}`
`develop_the_outer_isles = {`
`only_independent = yes`
`is_high_prio = yes`
`ai_check_interval = 24`
`potential = {`
`is_playable = yes`
`culture = channel_islander`
`is_adult = yes`
`prisoner = no`
`NOT = { trait = incapable }`
`NOT = { has_global_flag = outer_isles_developed }`
`NOR = {`
has_alternate_start_parameter = { key = religion_names value = random }
`}`
`has_landed_title = k_united_isles`
`}`
`allow = {`
`war=no`
`wealth = 2000`
`}`
`effect = {`
`set_global_flag = outer_isles_developed`
`character_event = { id = channel.0003}`
`}`
`ai_will_do = {`
`factor = 1`
`}`
`}`
}
Code:
narrative_event = {
`id = channel.0001`
`desc = "EVTDESCchannel0001"`
`picture = GFX_evt_pregnancy`
`is_triggered_only = yes`
`option = {`
`name = "EVTOPTchannel0001"`
`}`
`after = {`
`wealth = -500`
`prestige = -2000`
`activate_title = { title = k_united_isles status = yes }`
`primary_title = {`
`k_united_isles = {`
grant_title = ROOT
copy_title_laws = PREV
copy_title_history = PREV
`}`
`}`
`hidden_tooltip = { k_united_isles = { make_primary_title = yes } }`
`if = {`
`limit = { has_nickname = no }`
`give_nickname = nick_the_liberator`
`}`
`}`
}
character_event = {
`id = channel.0002`
`desc = "EVTDESCchannel0002"`
`picture = GFX_evt_pregnancy`
`is_triggered_only = yes`
`option = {`
`name = "EVTOPTchannel0002"`
`}`
`after = {`
`wealth = -1500`
`2015 = {`
`add_holding_slot = 2`
`}`
`2016 = {`
`add_holding_slot = 2`
`}`
`2017 = {`
`add_holding_slot = 2`
`}`
`}`
}
character_event = {
`id = channel.0003`
`desc = "EVTDESCchannel0003"`
`picture = GFX_evt_pregnancy`
`is_triggered_only = yes`
`option = {`
`name = "EVTOPTchannel0003"`
`}`
`after = {`
`wealth = -2000`
`35 = { #Innse Gall`
`convert_to = castle`
`}`
`54 = { #isle of man`
`convert_to = castle`
`}`
`36 = { #orkney`
`convert_to = castle`
`}`
`34 = { #shetland`
`add_holding_slot = 1`
`convert_to = castle`
`}`
`33 = { #faeryar`
`add_holding_slot = 1`
`convert_to = castle`
`}`
`}`
}
I'm not sure why this is. Anyone have any ideas?
Last edited: