The ability to specify the name of a petty king and petty kingdom, rather than simply adding the PETTY localised prefix before the title.
But the bastard trait also messes with marriage and other rules. Actually, on that note, a trait that prevents you from getting a favorable marriage type (regular/matrilineal), but does not affect inheritance.
eunuch = {
sex_appeal_opinion = -20
fertility = -50.0
customizer = no
cannot_marry = yes
cannot_inherit = yes
}
Not bastard, you can already make a trait with "cannot_inherit=yes"But the bastard trait also messes with marriage and other rules. Actually, on that note, a trait that prevents you from getting a favorable marriage type (regular/matrilineal), but does not affect inheritance.
The only big issue I can see with this system is inter realm inheritance. Since all you need to do is add/remove the traits based on the succession law of the court they're a part of.
what about those options in eunuch trait f.e. ?
Code:eunuch = { sex_appeal_opinion = -20 fertility = -50.0 customizer = no cannot_marry = yes cannot_inherit = yes }
Added as "Separate localisation for petty kings/kingdom; not all cultures would call it the same as the kingdom tier"The ability to specify the name of a petty king and petty kingdom, rather than simply adding the PETTY localised prefix before the title.
Added as "A trait flag preventing marriages that preserve your dynasty; E.G., forcing you into matrilineal marriages if you're a man"Fair enough, but I stand by the option to say prevent marriage in your dynasty's favor.
Reminded?The first you can already do. See the Bastard trait for example.
The second would be nice though. Remind me of it tomorrow.
But really, they should just add Enatic and Enatic-cognatic, as traits aren't limited to specific titles.
Thinking further it'd be a terrible idea in most cases, as for any dynastic type of succession it'd lead to bypassing the ruler's own children even in favor of some random guy in the dynasty with the trait.Reminded?
Added as "Allow changing cultures' culture modifier by event, and multiple modifiers being active at once. Static modifiers could still be used to define the modifiers, or event modifiers"Allow add/change modifier for culture and religion through event.
What would they do?Could following be added?
add_imprison
add_concubine
Do you mean commands to make concubines and imprison?Could following be added?
add_imprison
add_concubine
What would they do?
There's already a "prison = yes" to imprison and "add_mistress" or something for the second.
Do you mean commands to make concubines and imprison?
You can imprison with "imprison = ROOT" and such.
There's already an add_consort command.
Use the "effect" scope in the history files to do anything you could do via events.I mean in character history files not in-game console commands.
What do I do with "prison = yes" if I want character X to be imprison by character Y during certain date?
"imprison = ROOT" how could that work in character history file?
I did't know add_consort existed.
Use the "effect" scope in the history files to do anything you could do via events.
Yeah, from "effect" anything that works for a character will work.What do you mean? Do you mean that any character scopes listed in here http://ckiiwiki.com/Scopes will work?