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LogicalMagic

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Information​

I have verifed my game files (Steam only)​

Yes

I have disabled all mods​

Yes

I am running the latest game update​

Yes

Required​

Summary​

Table of Princes authority exception not working

Description​

Table of Princes doesn't seem to be applying the Authority level exception in my game. I'm playing as a custom Catholic Bohemian Duke. I have the Czech culture.

Steps to reproduce​

I started a new game at 867 AD with a custom ruler withe the catholic faith and Czech culture and the Duke of Bohemia. I researched Table of Princes. I then tried to switch to House Seniority and even though I had approval from all my vassals I got the message that I needed High Crown Authority.

Game Version​

1.13.1.2

Platform​

Windows

Additional Information​

Affected Feature​

  • Gameplay

Save Game​

View attachment hejmann_867_01_01.ck3

Other Attachments​

ToP1.pngToP2.pngToP3.png

 
  • 3
Reactions:
I identified the problem. While in the past (Scythe version) the trigger in common\scripted_triggers\00_legal_triggers used to be:
Code:
can_change_single_heir_dynasty_house_succession_law_trigger = {
    trigger_if = {
        limit = {
            culture = { has_cultural_pillar = heritage_west_slavic }
            NOT = {
                has_realm_law_flag = can_change_succession_laws
            }
        }
        culture = {
            has_innovation = innovation_table_of_princes
        }
    }
    trigger_else_if = {
        limit = { realm_law_use_tribal_authority = yes }
        custom_description = {
            text = "has_tribal_law_allowing_succession_law_change"
            has_realm_law_flag = can_change_succession_laws
        }
    }
    trigger_else = {
        custom_description = {
            text = "has_crown_law_allowing_succession_law_change"
            has_realm_law_flag = can_change_succession_laws
        }
    }
    custom_description = {
        text = "no_powerful_vassal_with_negative_opinion"
        NOT = {
            any_vassal = {
                is_powerful_vassal = yes
                opposes_succession_law_change_trigger = yes
            }
        }
    }
}

Now it was changed into:
Code:
can_change_single_heir_dynasty_house_succession_law_trigger = {
    trigger_if = {
        limit = {
            culture = { has_cultural_pillar = heritage_west_slavic }
            NOT = {
                has_realm_law_flag = can_change_succession_laws
            }
        }
        culture = {
            has_innovation = innovation_table_of_princes
        }
    }
    can_change_succession_laws_realm_flag_trigger = yes
    custom_description = {
        text = "no_powerful_vassal_with_negative_opinion"
        NOT = {
            any_vassal = {
                is_powerful_vassal = yes
                opposes_succession_law_change_trigger = yes
            }
        }
    }
}

which means that the [can_change_succession_laws_realm_flag_trigger = yes] (pasted below) gets triggered at the top of the table_of_princes exception rather than being put behind else trigger. Putting it behind else trigger solves the issue.

Code:
can_change_succession_laws_realm_flag_trigger = {
    trigger_if = {
        limit = { realm_law_use_tribal_authority = yes }
        custom_description = {
            text = "has_tribal_law_allowing_succession_law_change"
            has_realm_law_flag = can_change_succession_laws
        }
    }
    trigger_else_if = {
        limit = { realm_law_use_imperial_bureaucracy = yes }
        custom_description = {
            text = has_imperial_bureaucracy_law_allowing_succession_law_change
            has_realm_law_flag = can_change_succession_laws
        }
    }
    trigger_else = {
        custom_description = {
            text = "has_crown_law_allowing_succession_law_change"
            has_realm_law_flag = can_change_succession_laws
        }
    }
}
 
  • 3
Reactions:
So to speak it should look like this:
Code:
can_change_single_heir_dynasty_house_succession_law_trigger = {
    trigger_if = {
        limit = {
            culture = { has_cultural_pillar = heritage_west_slavic }
            NOT = {
                has_realm_law_flag = can_change_succession_laws
            }
        }
        culture = {
            has_innovation = innovation_table_of_princes
        }
    }
    trigger_else = { can_change_succession_laws_realm_flag_trigger = yes }
    custom_description = {
        text = "no_powerful_vassal_with_negative_opinion"
        NOT = {
            any_vassal = {
                is_powerful_vassal = yes
                opposes_succession_law_change_trigger = yes
            }
        }
    }
}

To note, if the [can_change_succession_laws_realm_flag_trigger = yes] was used in other places to replace [trigger_else_if] or [trigger_else] then it would cause the same issue for those places too. From looking at the file I suspect it is causing the same issue to the can_change_to_equal_succession_law_trigger too since that one used to have those triggers behind [else] too.
 
Last edited:
  • 2
Reactions:
I just recently posted this bug again, and discovered that the visigothic codes tradition has the same issue. Heres hoping pdx fixes this one, it is breaking all of the unique starts in the game. Real bummer.