Will if it is not a bug I would like to request it as a feature, I want to be able to increase my retinue cap by giving traits to characters 
The ability to build tribal baronies like this :
I don't know if it is possible since they were designed to be capitals but I'm currently making a mod where new communities emerge in random provinces and tribal baronies would be perfect for it!Code:build_holding = { type = tribal }
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I think a better way of doing this is instead of a racial trait just allow culture to be a fast trigger, as many mods have culture specific events but less use culture traitsIt would be a good idea to add another pre-trigger named racial_trait = -something- as this would wastly improve the CPU of some of the world conversion mods out there. As there are many races which needs their own flavor events and considering how CPU heavy events already are so would this be very beneficial!
I think a better way of doing this is instead of a racial trait just allow culture to be a fast trigger, as many mods have culture specific events but less use culture traits
De facto liege is just their current liege, so just liege = { should work surelyA scope to target a title's de facto liege title.
I think there is no such scope.
The liege's primary title isn't necessarily the vassal's de facto liege title.De facto liege is just their current liege, so just liege = { should work surely
Someone deleted this suggestion from the wiki?The ability to build tribal baronies like this :
Code:build_holding = { type = tribal }
I tried this work around but it messes with the holding name. Let's say I build the city of Paris and then convert it to a tribal holding, it will be called Tribe of the City of Paris. When it gets converted back to a city or castle by the vanilla decision, the name stays Tribe of the City of Paris.you can sort of do this via a work around. Create the holding as a castle and then use the convert_to_tribal command. Making build_holding tahe tribal as a valid type would be nice, though
province_scope = {
limit = {
holding_being_built = no
}
}
ziji removed it with this justification: "Removed 'build_holding = { type = tribal }': All game mechanics related to tribal holding require them to be the province capital. A province can not lack a capital holding. Ergo, event-building a tribal holding makes no sense. Use convert_to_tribal = yes"Someone deleted this suggestion from the wiki?
But do they not work properly if they're not the capital? I mean, it should be easy enough to test by making a temple the capital.ziji removed it with this justification: "Removed 'build_holding = { type = tribal }': All game mechanics related to tribal holding require them to be the province capital. A province can not lack a capital holding. Ergo, event-building a tribal holding makes no sense. Use convert_to_tribal = yes"
Which sounds entirely reasonable to me. If tribal holdings simply don't work properly when they're not the capital, there's absolutely no reason the game should let you add them arbitrarily.
So building a tribal barony makes no sense but converting a barony into a tribe makes senseAll game mechanics related to tribal holding require them to be the province capital. A province can not lack a capital holding. Ergo, event-building a tribal holding makes no sense. Use convert_to_tribal = yes"