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See here for the first suggestion (basically, a weight of 0).
For the second, there are lists of religion-specific names in each individual religion entry in the files in common/religions.
Alright, thank you for the first one. It'll come in handy.

As for the second one: are these the stem names? As in, the ones after the _ in the normal name list? If yes, all my qualms have been solved.
 
Alright, thank you for the first one. It'll come in handy.

As for the second one: are these the stem names? As in, the ones after the _ in the normal name list? If yes, all my qualms have been solved.
Note for the first one that if no value is specified the default is 100
 
As for the second one: are these the stem names? As in, the ones after the _ in the normal name list? If yes, all my qualms have been solved.

Yep, the stem names. I've already added a couple, for reference.
 
If anything, something like same_top_liege would be quite handy, but otherwise it's perfectly doable

That one should work indeed , but like you say it is a bit convoluted. But useable :)

"same_top_liege" == same_realm:
Code:
any_courtier = {
    limit = {
        prisoner = yes
        not = { same_realm=PREV }
    }
    count = 10
}
 
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"same_top_liege" == same_realm:
Code:
any_courtier = {
    limit = {
        prisoner = yes
        not = { same_realm=PREV }
    }
    count = 10
}
Oh, good to know, I wasn't sure about that one. I though wame_realm meant to br located wothon the same realm. Thanks for the clarofocation!
 
Is there any chance that the trigger-system from descriptions and option names might be implemented for event pictures as well? So we can have alternative event pictures based on more conditions than just culture or religion?
 
Is there any chance that the trigger-system from descriptions and option names might be implemented for event pictures as well? So we can have alternative event pictures based on more conditions than just culture or religion?
You can already in a triggered description block:
Code:
desc = {
    picture = GFX_1
    trigger = { abc }
}

Look at the ZE.12040 event for an example in context
 
You can already in a triggered description block:
Code:
desc = {
    picture = GFX_1
    trigger = { abc }
}

Look at the ZE.12040 event for an example in context


Holy what? How have I never heard of this? This actually works? Thank you!

EDIT: This doesn't seem to work for me. Do I have to add the same description tag for every possible picture if I don't want the text to be different?

EDIT: Ah, it seems I cannot include the FROM scope in the trigger for the picture :/
 
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Also next question, if a mod replaces a directory (with replace_path), does that mean submods loaded after it can still not add to that directory? File name is definitely different, has its own namespace, but when I console fire an event it just pretends I didn't even add the namespace ("event wat.5" and "event 5" fire the same event).
 
Also next question, if a mod replaces a directory (with replace_path), does that mean submods loaded after it can still not add to that directory? File name is definitely different, has its own namespace, but when I console fire an event it just pretends I didn't even add the namespace ("event wat.5" and "event 5" fire the same event).

It's probably best to ask these questions in the "Modding Quick Questions" thread.

Double check that the sub-mod has a
Code:
dependencies = { "Main Mod" }
It will make the sub-mod be loaded after the main mod.
 
Could CK2 get the feature somewhat recently added to EU4 where you can specify water to be drawn at different heights at different locations?

ie. from eu4 ...\map\lakes\00_lakes.txt
Code:
# Lake Titicaca
lake = {
   triangle_strip = { 1711 610 1711 628 1723 603 1723 626 1731 595 1733 615 1740 607 }
   height = 38
   #height = 8
}

Also I've noticed that if you designate a wasteland as a lake province [edit: a sea_zone not referenced to be inside an ocean_region] in default.map, the political/cultural/religious etc. names surrounding the province are written over the province, which I think is preferable. If the wasteland is not designated as a lake province, or if it is simply impassable (0,0,0), the name isn't written over.


8AYRcHx.png


I don't think that designating the wasteland as a lake has any in-game ramifications, however the province is tinted blue, not black, which is not ideal. Could we get an option to have it behave like a lake for purposes of names, but able to keep the black colour? Maybe add something like
Code:
impassable_zones = { #### }
to default.map?
 
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Could CK2 get the feature somewhat recently added to EU4 where you can specify water to be drawn at different heights at different locations?

ie. from eu4 ...\map\lakes\00_lakes.txt
Code:
# Lake Titicaca
lake = {
   triangle_strip = { 1711 610 1711 628 1723 603 1723 626 1731 595 1733 615 1740 607 }
   height = 38
   #height = 8
}

Also I've noticed that if you designate a wasteland as a lake province in default.map, the political/cultural/religious etc. names surrounding the province are written over the province, which I think is preferable. If the wasteland is not designated as a lake province, or if it is simply impassable (0,0,0), the name isn't written over.


8AYRcHx.png


I don't think that designating the wasteland as a lake has any in-game ramifications, however the province is tinted blue, not black, which is not ideal. Could we get an option to have it behave like a lake for purposes of names, but able to keep the black colour? Maybe add something like
Code:
impassable_zones = { #### }
to default.map?
How are you designating it as a lake province?
 
How are you designating it as a lake province?

I suppose more correctly it would be a sea zone not connected to any ocean. In Vanilla it only is used for the Aral Sea. You designate them In default.map, ie
Code:
sea_zones = { 944 944 }
which is for the Aral Sea. Just make sure that you add them to the bottom of the list to not screw up the ocean regions.
 
For Fort modding:

- Ability to raise levies from Forts when a Fort building adds levies to it
- Ability to prevent forts being used to build discount castles and thus destroying the forts with all buildings

For buildings in general

- Add an upkeep to a structure
- Ability to mark a structure as destroyable (and let the user remove it)
 
For Fort modding:

- Ability to raise levies from Forts when a Fort building adds levies to it
- Ability to prevent forts being used to build discount castles and thus destroying the forts with all buildings

For buildings in general

- Add an upkeep to a structure
- Ability to mark a structure as destroyable (and let the user remove it)
The fiest suggestion should also be extended to trade posts.

What do you mean bt an upkeep?
 
but that's totally possible since the begining! Just add a negiativa tax base to the building.
Would that make it so the upkeep is higher for those with a larger Stewardship stat?