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Open questions (oldest first)

  1. Could someone point me to well-written and definitely correct examples of missions, besides the one in the vanilla files?
  2. In region_titles.txt, are there reasons to have duplicate colors?
  3. In technology.txt, the modifier clauses are just normal modifiers, and whatever you use here, you can use in any modifier? Also are they province or character modifiers? Or is there no distinction between the two? And why is everything in caps? Just for funsies?
  4. In religion.txt, does "can_grant_invasion_cb" take a casus belli or a boolean?
  5. Events, decisions, triggers, commands - does anyone have a good guide to them?
  6. on_actions.txt - why caps in some of them? Funsies?
  7. Are these valid province modifiers? short_reign_length, religion_flex, culture_flex, add_piety_modifier, add_prestige_modifier, church_opinion, town_opinion, castle_opinion, siege_defence, siege_speed
  8. Is naval_morale a real modifier?
  9. In character events, is it only_capable or capable_only? And is_ruler or only_rulers or only_ruler, which one is it? And prisoner vs is_prisoner? And only_playable vs playable_only vs is_playable?
  10. For triggers/commands, is ROOT basically the same as THIS in other games?
  11. In combat tactics, what are the valid phases? So far I have melee, pursue, and skirmish. I assume they are different from the tactic groups.
  12. In combat_events.txt, there are triggers in battle scope. These battle scope triggers, do days, phase, is_flanking work as expected?
  13. For battle scope, why is there a 'martial' clause without a leader clause sometimes? I would imagine that it would need to be written as 'leader = { martial = X }' but maybe they added this as a shortcut?
  14. For battle scope, is it right that you can change the scope to char trigger with 'leader', and to another battle scope with 'enemy'?
  15. In battle scope, how does heavy_troops/light_troops/light_infantry work? And you can also have a left side of any unit type with a right side of a percent?
  16. Are [city/castle/temple]_[min/max]_levy and [city/castle/temple]_tax_modifier valid character modifiers? What about "*_opinion" found in laws? And if so, is it that laws can have any character modifiers in them?
 
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11) skirmish - melee - pursue. Yes different to tactic groups

12) They seem to be working. Not sure about is_flanking (combat can be three flanks, maybe refers to the left or right flank)?

13) I have added a few entries such as leader = { trait = etc. martial is the value of the martial skill a leader possesses. both are valid.

14) I believe so.

15) heavy_troops mean heavy_infantry - pikemen - knights.....light_troops mean light_infantry - archers - light_cavalry & horse_archers.
the bottom left list gives that unit a + or - modifier for combat i.e. pikemen_offensive = 0.5 (gives 50% modifier to his attack)

I hope this helps although still coming to terms with the system myself :)
 
Open questions (oldest first)

  1. Could someone point me to well-written and definitely correct examples of missions, besides the one in the vanilla files?
  2. In region_titles.txt, are there reasons to have duplicate colors?
  3. In technology.txt, the modifier clauses are just normal modifiers, and whatever you use here, you can use in any modifier? Also are they province or character modifiers? Or is there no distinction between the two? And why is everything in caps? Just for funsies?
  4. In religion.txt, does "can_grant_invasion_cb" take a casus belli or a boolean?
  5. Events, decisions, triggers, commands - does anyone have a good guide to them?
  6. on_actions.txt - why caps in some of them? Funsies?
  7. Are these valid province modifiers? short_reign_length, religion_flex, culture_flex, add_piety_modifier, add_prestige_modifier, church_opinion, town_opinion, castle_opinion, siege_defence, siege_speed
  8. Is naval_morale a real modifier?
  9. In character events, is it only_capable or capable_only? And is_ruler or only_rulers or only_ruler, which one is it? And prisoner vs is_prisoner? And only_playable vs playable_only vs is_playable?
  10. For triggers/commands, is ROOT basically the same as THIS in other games?
  11. In combat tactics, what are the valid phases? So far I have melee, pursue, and skirmish. I assume they are different from the tactic groups.
  12. In combat_events.txt, there are triggers in battle scope. These battle scope triggers, do days, phase, is_flanking work as expected?
  13. For battle scope, why is there a 'martial' clause without a leader clause sometimes? I would imagine that it would need to be written as 'leader = { martial = X }' but maybe they added this as a shortcut?
  14. For battle scope, is it right that you can change the scope to char trigger with 'leader', and to another battle scope with 'enemy'?
  15. In battle scope, how does heavy_troops/light_troops/light_infantry work? And you can also have a left side of any unit type with a right side of a percent?
  16. Are [city/castle/temple]_[min/max]_levy and [city/castle/temple]_tax_modifier valid character modifiers? What about "*_opinion" found in laws? And if so, is it that laws can have any character modifiers in them?
8. It certainly doesn't do anything, as naval combat doesn't exist (yet) in CKII.
10. Pretty much.
16. Yes, they're valid, I've used them in my mod. The opinion modifiers are valid as well. I'd assume laws can have any character modifier, though I wouldn't say for sure.
 
@steveuk666, Meneth: Thanks again! I wouldn't know what to do without your assistance.

Open questions (oldest first)

  1. Could someone point me to well-written and definitely correct examples of missions, besides the one in the vanilla files?
  2. In region_titles.txt, are there reasons to have duplicate colors?
  3. In technology.txt, the modifier clauses are just normal modifiers, and whatever you use here, you can use in any modifier? Also are they province or character modifiers? Or is there no distinction between the two? And why is everything in caps? Just for funsies?
  4. In religion.txt, does "can_grant_invasion_cb" take a casus belli or a boolean?
  5. Events, decisions, triggers, commands - does anyone have a good guide to them?
  6. on_actions.txt - why caps in some of them? Funsies?
  7. Are these valid province modifiers? short_reign_length, religion_flex, culture_flex, add_piety_modifier, add_prestige_modifier, church_opinion, town_opinion, castle_opinion, siege_defence, siege_speed
  8. In character events, is it only_capable or capable_only? And is_ruler or only_rulers or only_ruler, which one is it? And prisoner vs is_prisoner? And only_playable vs playable_only vs is_playable?
  9. So prev always goes one scope above, ignoring things like hidden_tooltip? While from is the same as other games? Can you have something like fromprevfromprevprevfromrootprevfrom, or are there limitations?
 
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@steveuk666, Meneth: Thanks again! I wouldn't know what to do without your assistance.

Open questions (oldest first)

  1. Could someone point me to well-written and definitely correct examples of missions, besides the one in the vanilla files?
  2. In region_titles.txt, are there reasons to have duplicate colors?
  3. In technology.txt, the modifier clauses are just normal modifiers, and whatever you use here, you can use in any modifier? Also are they province or character modifiers? Or is there no distinction between the two? And why is everything in caps? Just for funsies?
  4. In religion.txt, does "can_grant_invasion_cb" take a casus belli or a boolean?
  5. Events, decisions, triggers, commands - does anyone have a good guide to them?
  6. on_actions.txt - why caps in some of them? Funsies?
  7. Are these valid province modifiers? short_reign_length, religion_flex, culture_flex, add_piety_modifier, add_prestige_modifier, church_opinion, town_opinion, castle_opinion, siege_defence, siege_speed
  8. In character events, is it only_capable or capable_only? And is_ruler or only_rulers or only_ruler, which one is it? And prisoner vs is_prisoner? And only_playable vs playable_only vs is_playable?
  9. So prev always goes one scope above, ignoring things like hidden_tooltip? While from is the same as other games? Can you have something like fromprevfromprevprevfromrootprevfrom, or are there limitations?
9. Prev goes back a scope. I've successfully used PREVPREVPREVPREV, but haven't tried anything higher than that, but don't see any reason it wouldn't work. I've seen FROMFROM a few times, so I suppose you might be able to mix the two.
 
@steveuk666, Meneth: Thanks again! I wouldn't know what to do without your assistance.

Open questions (oldest first)

  1. Could someone point me to well-written and definitely correct examples of missions, besides the one in the vanilla files?
  2. In region_titles.txt, are there reasons to have duplicate colors?
  3. In technology.txt, the modifier clauses are just normal modifiers, and whatever you use here, you can use in any modifier? Also are they province or character modifiers? Or is there no distinction between the two? And why is everything in caps? Just for funsies?
  4. In religion.txt, does "can_grant_invasion_cb" take a casus belli or a boolean?
  5. Events, decisions, triggers, commands - does anyone have a good guide to them?
  6. on_actions.txt - why caps in some of them? Funsies?
  7. Are these valid province modifiers? short_reign_length, religion_flex, culture_flex, add_piety_modifier, add_prestige_modifier, church_opinion, town_opinion, castle_opinion, siege_defence, siege_speed
  8. In character events, is it only_capable or capable_only? And is_ruler or only_rulers or only_ruler, which one is it? And prisoner vs is_prisoner? And only_playable vs playable_only vs is_playable?
  9. So prev always goes one scope above, ignoring things like hidden_tooltip? While from is the same as other games? Can you have something like fromprevfromprevprevfromrootprevfrom, or are there limitations?
  10. letter events, character events, province events, diploresponse events, narrative events - what are the differences between them?
 
I've been trying to write a parser for the events file and cram it into a relational database for other modders to use. I've got a loooong way to go, but if I try to run through all the txt files in vanilla/events I get the following distinct ..... = yes patterns:

only_playable
is_triggered_only
only_men
only_rulers
capable_only
only_women
only_capable
prisoner
show_from_from
hide_from
major
is_ruler
is_playable
hide_new
is_hostile
is_friendly
only_ruler
playable_only

does that help with #8?

[edit]
apparently there's some explicit No-values too, these add the following:
is_prisoner
border
 
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I've been trying to write a parser for the events file and cram it into a relational database for other modders to use. I've got a loooong way to go, but if I try to run through all the txt files in vanilla/events I get the following distinct ..... = yes patterns:

only_playable
is_triggered_only
only_men
only_rulers
capable_only
only_women
only_capable
prisoner
show_from_from
hide_from
major
is_ruler
is_playable
hide_new
is_hostile
is_friendly
only_ruler
playable_only

does that help with #8?

[edit]
apparently there's some explicit No-values too, these add the following:
is_prisoner
border

Well, I know what's in the files, but don't know if all of them are correct or if maybe some of them are buggy. For one, why would the game engine have both only_rulers and is_ruler, unless there is a difference between them? That is what I'd like to know.
 
I wish there was something like this for save game files.

I got going on a big edit to a save game, and forgot to follow my usual practive of making incremental saves in case I borked something.

Sure enough, 2 hours of work lost, it won't load correctly.
 
I especially would like answers to the last two questions, if possible. Without them, I'm not able to continue very well.

Open questions (oldest first)

  1. Could someone point me to well-written and definitely correct examples of missions, besides the one in the vanilla files?
  2. In region_titles.txt, are there reasons to have duplicate colors?
  3. In technology.txt, the modifier clauses are just normal modifiers, and whatever you use here, you can use in any modifier? Also are they province or character modifiers? Or is there no distinction between the two? And why is everything in caps? Just for funsies?
  4. In religion.txt, does "can_grant_invasion_cb" take a casus belli or a boolean?
  5. Events, decisions, triggers, commands - does anyone have a good guide to them?
  6. on_actions.txt - why caps in some of them? Funsies?
  7. Are these valid province modifiers? short_reign_length, religion_flex, culture_flex, add_piety_modifier, add_prestige_modifier, church_opinion, town_opinion, castle_opinion, siege_defence, siege_speed
  8. In character events, is it only_capable or capable_only? And is_ruler or only_rulers or only_ruler, which one is it? And prisoner vs is_prisoner? And only_playable vs playable_only vs is_playable?
  9. So prev always goes one scope above, ignoring things like hidden_tooltip? While from is the same as other games? Can you have something like fromprevfromprevprevfromrootprevfrom, or are there limitations?
  10. letter events, character events, province events, diploresponse events, narrative events - what are the differences between them?
  11. Could someone describe what events can be listed in on_actions.txt? i.e. can they be letter events, character events, province events, or what?
 
Jamie
This was something new they did for CK2 and it has been working since the last couple of patches. From what I can tell is that the system reads it and automatically assigns a seven digit number when the event runs. So if you do it wrong you get something like event 10000001 not found. But it is very convenient in not having to worry about unique numbers with mods.
 
Yes, I think it identifies the namespace so that the system can allocate numbers internally accordingly.

The yyy is basically the event number of the sequence. So if you had a series of events on plots you would do

event id = 95000
id = 95001
in the old system

now it will be

namespace = plots

id = plots.0
id = plots.1

The options are identified as plots.1.a
the description plots.1.desc
not sure how the tooltip works, but assume it is plot.1.tooltip