ah, And I want to add: Would be very nice to have more conditions for artifacts, such as:
is_stackable = yes/no
.
Thank you very much.
is_stackable = yes/no
.
Thank you very much.
Use a maintenance event that gives to flamen a trait that forbid them to inherit titles, it should do.Under 1.19 Titles I added
* Add the option of making (landless?) titles "is_unique = yes" like minor titles. So when you are granted/inherit this title, you must abdicate all other titles to their perspective heirs (without dying).
I am working a "Roman Revival" mod (another one?! yes, cause I didn't find any *historically accurate* ones. The Pontifex Maximus is the landed religious head of the roman religion, but that religion also had 15 Imperial Flamenes (priests), 3 maiores and 12 minores. I wanted to simulate that by making the k_pontifex_mximum title have 15 de_jure titles: 3 duchies and 12 counties, each with the appropriate title. BUT, it's key that such flamens can never hold other titles, ANY other landed title (They must also remain prepetualy titular, but that's doable through "assimilate = no").
As of now, I made them into minor titles granted by the holder of k_pontifex_maximus (with "is_unique = yes" and allowed_to_hold = { has_landed_title = no } ), but that's significantly less than I wanted.
Such large changes are unlikely to happen to CK2 but I'll keep them in mind for the future of the scripting language.
The meta-script is actually pretty fine for the system, it just evaluates it as normal and will log errors once you get it wrong. Under the hood it effectively just makes a virtual file and writes the effect/trigger and fills in the parameters then parses that virtual file as normal to generate the real output of the effect/trigger. So you get the same error logging as if you had just manually typed out the entire thing.
selfish_for_modifier = {
modifier = {
factor = 0
trait = content
}
modifier = {
factor = 4
trait = ambitious
}
modifier = {
factor = 0.5
trait = charitable
}
modifier = {
factor = 2
trait = greedy
}
modifier = {
factor = 0.625
trait = kind
}
modifier = {
factor = 1.6
trait = envious
}
modifier = {
factor = 0.625
trait = humble
}
modifier = {
factor = 1.6
trait = proud
}
modifier = {
factor = 0.8
trait = just
}
modifier = {
factor = 1.25
trait = arbitrary
}
modifier = {
factor = 0.8
trait = honest
}
modifier = {
factor = 1.25
trait = deceitful
}
}
ai_chance = {
factor = 1
selfish_for_modifier = yes
}
I'm gonna go one step further and would want repeat my call for a simple "behaves_like_offmap" type flag that disables ANY type of default interaction for the character in question.The ability to disable hardcoded interactions for specific characters with e.g. a character flag (both ad the target and as the decision-taker) would be nice if you want to add special decisions/logic for one or a few exceptional characters (e.g. you want to write special alliance logic for the Pope) without tearing out the whole interaction and rewriting it for everyone.
I was just thinking about something like this!A few things that would be useful for religion modding:
- Having the hardcoded vanilla DLC locks for playabilitiy check both religion group and specific religion name so that we can restructure/split them without breaking the DLC locks required by Modding Rule 7. Unlike how JD treats Bön/etc., this would mean that, unless vanilla defined the "bon" tag to be unlocked by tOG, JD, and HF, access to the DLC that unlocks the group the tag belongs to (pagan_group, in vanilla) wouldn't be a sufficient condition for vanilla religion tags but any non-vanilla tags in a group would be unlocked (without any added blockers or the ability to new unlock tags in locked groups with alterntive DLCs; see below) with the DLC that unlocks the group.
- Similarly, adding the ability to lock the playability for new religions/religion groups to a certain DLC would make it possible to structure them any way we want without running into Modding Rule 7 issues. For example, if you wanted to create a devil_worshipper_group and lock that to MNM, that would be possible with a custom lock system for new groups, and you could potentially also put a new "trollcrafter" tag in pagan_group and lock that to MNM (and tOG/HF, to unlock the group in the first place) or put that tag in devil_worshipper_group and lock it to tOG/HF.
- If feasible, being able to define alternative unlocks for new tags in existing locked groups would also be great, e.g. if we wanted to put a "shinto" tag in indian_group (a.k.a. "Eastern") and want to unlock that with JD like Taoism. I am not sure how feasible this would be since it potentially would lead to DLC locks being circumvented if there are things that only check for the group instead of group + DLC, but since you can add more restrictive conditions to events/decisions/etc. already it should be possible to remain Modding Rule 7 compliant by simply making sure that e.g. all vanilla events/etc. that check for muslim_group also check for SoI so that a separately unlocked religion in the group doesn't get access to anything it shouldn't.
- The ability to activate/deactivate religions during play, with fallbacks if some character is created/switched to a deactivated religion. This would make e.g. conversion to a random heresy easy to restrict to a certain period (e.g. you only want Lollards toward the end of the 14th century and later and having the religion deactivated ensures that there won't be Lollards before you active it) or to have inactive "blank" heresies you could "reform" with HF.