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First Lieutenant
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Feb 2, 2007
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Not much more than that:

“dynasty_id = ” doesn’t work/exist
“dynasty = “ is used as a two character comparative term (can´t use dynasty = 100)

I thought it would be easy, but days were gone and no solution was found.
 
I don't think there is; but I'm pretty sure you can make a trait (either hidden or not) that you use like a flag and is guaranteed to be passed down (say an event fires if the child doesn't have the trait but the father does, and they are of the same dynasty if you can't set the genetics right, if there even is a genetics setting to decide how easily it passes from generation to generation) - and then link the event to firing through the presence or absence of that trait.
 
Or you could just tie the event to a particular title you're sure that dynasty is gonna hold, for example if I wanted the Arpad to have a specific event I'd tie the event to the kingdom of hungary :)
 
Definitely doable, but then you'd have the (honestly quite likely) issue of them being deposed, and the usurping dynasty having these events instead.

But that does make me wonder - is there a way to see if a certain character is a kinperson? Simply tie the requirement be that your character is related (and dynasty is the same) to some long-dead relative.
 
Definitely doable, but then you'd have the (honestly quite likely) issue of them being deposed, and the usurping dynasty having these events instead.

That's very true indeed, but wouldn't then the usurping dynasty "deserve" the event? :D
 
Just guessing here, but what about if you know the character_id of a historical character from that dynasty, then either:
a) make an event that fires for this character (trigger = { character_id = x } ) which triggers the main event as its effect.
b) include in the main event trigger a test that the character getting the event is of the same dynasty as this historical character. I'm not sure if there's a way to switch scopes to any character, though, so that might not work.
 
I don't think there is; but I'm pretty sure you can make a trait (either hidden or not) that you use like a flag and is guaranteed to be passed down (say an event fires if the child doesn't have the trait but the father does, and they are of the same dynasty if you can't set the genetics right, if there even is a genetics setting to decide how easily it passes from generation to generation) - and then link the event to firing through the presence or absence of that trait.

Just guessing here, but what about if you know the character_id of a historical character from that dynasty, then either:
a) make an event that fires for this character (trigger = { character_id = x } ) which triggers the main event as its effect.
b) include in the main event trigger a test that the character getting the event is of the same dynasty as this historical character. I'm not sure if there's a way to switch scopes to any character, though, so that might not work.


I tried a mix of this, adding a “dynasty” trait to a dead character, but the game didn´t seem to look in common dead characters. Character_id doesn´t work either.
Finally, I created 2 events, the first making a new character from a specific dynasty and finding the human player from this dynasty and fire the main event, and then change dynasty to a garbage dynasty and kill the newly created character.
Anyway, it is not acceptable for different reasons (dynasty cluttering, not able to proper MTTH and trigger coding, etc).

I think I will try with the hereditary trait, I have some experience in those, and it will work (will have to code a certain number of traits, but well, you cant´t get all you want). Thanks for the suggestions guys.