Hello, i've been working on something i've had on my mind for a while. Essentially a feudal civic overhaul that allows you to use branch offices to spawn, what I'm calling, "Knightly Orders". Script/edict driven special vassals that spawn in their ships & certain space stations - yes it's bootleg holy orders from crusader kings. + Other changes to vassals generally.
My eventual plan is to have an archaeology-like chain tracking the orders founding
It's rough, but got everything in place and working... sort of.
I use a decision to create a shiny new empire with a special "Country_type", assign it the local branch office, civics etc, and then 1 tick/ later it vanishes/despawns.
Now I know the regular empire has a property to kill any empires that have no colonies. However my special "knightly order" country type disables that. This is what the faction block looks like.
Now i think somethings gone wrong, and ive got 3 ideas so far:
Even if I comment out "set_country_type = knightly_order" I still get the destruction of the order, so I dont think it's related to the country type specifically (probably defaults to default, when not specified)
I also own all DLC (i.e. inc. megacorp) and am getting no meaningful errors in the error log for this (just it moaning about localisation strings).
Anyone have any ideas on how to get my knightly order to stop vanishing after a single day?
Edit: Half fixed it, the empire hangs around now, but the branch office is still immediately deleted.
When I tag to the KO I see it cannot hold a branch office (probably a game rule or pulsed/housekeeping-event that wipes out the one my event is creating then? - figures in pic are intentional, I dont want the order to expand on its own, the feudal realm gives it land.)
My eventual plan is to have an archaeology-like chain tracking the orders founding
Development of the order.
- You create one by giving over a branch office,
- an event spawns each building once every few years, with it informing you of the progress.
- They'll spawn knight armies and follow you into wars.
- Then they raise funds for an "order" enclave station in the system from the branch office.
- Once it's finished they'll spawn ships and guard your space. Their ships will follow you into wars at this point.
- And they may go on quests e.g. killing a drake, recovering a relic or crusades Vs xenos, machines, whomever you tell them to.
- You can give them more branch offices to increase their fleetpower as time goes on.
- Or put them out for hire in wars not against yourself. Earning cash whenever an AU hires them.
- You can also tell them to build defense stations in certain chokepoint systems (the old military stations)
It's rough, but got everything in place and working... sort of.
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I use a decision to create a shiny new empire with a special "Country_type", assign it the local branch office, civics etc, and then 1 tick/ later it vanishes/despawns.
Now I know the regular empire has a property to kill any empires that have no colonies. However my special "knightly order" country type disables that. This is what the faction block looks like.
Code:
faction = {
auto_delete = no #if yes, country will be automatically be deleted when considered dead ( usually when out of colonies and colony ships ). Should be yes in most cases but can be useful to turn off for some countries that are created by events.
needs_border_access = no #decides if a country needs to have explicit border access from another country to enter its borders.
generate_borders = no #decides if a country generates borders or not
needs_colony = no #decides if a country needs a colony ( or a colony ship ) to be considered alive.
primitive = no #primitive countries can have observation stations build by others in orbit of their planets
hostile_when_attacked = yes #toggles if country turns hostile against attacker.
#show_borders_in_us = no #if no, borders for countries of this type will not be shown if in uncharted space
}
Now i think somethings gone wrong, and ive got 3 ideas so far:
- The auto_delete = no and/or needs_colony = no doesnt work - unlikely as global_events does that too.
- somehow those above two properties are being switched back to yes by the game (idk how but read that faction variables can be changed midgame) if so, would moving them outside/above the faction block prevent that?
- the knightly_order is not allowed to hold branch offices so its being killed off?
Code:
create_country = {
auto_delete = no
name = "The Order of Light" #random #### GIVE CUSTOM ORDER OF '[PHENOTYPE DEPENDANT]' NAME
name_list = from.name_list
ship_prefix = "Ser"
#ignore_initial_colony_error = yes
#day_zero_contact = no
authority = auth_dictatorial
species = event_target:overlord_species
flag = random
ethos = random
origin = origin_knightly_order_npc
civics = {
civic = civic_oathbound_institution
civic = civic_knightly_order
}
effect = {
copy_ethos_and_authority = event_target:overlord_emp
set_subject_of = { who = event_target:overlord_emp subject_type = knightly_order }
copy_techs_from = { target = event_target:overlord_emp }
set_country_type = knightly_order
}
}
I also own all DLC (i.e. inc. megacorp) and am getting no meaningful errors in the error log for this (just it moaning about localisation strings).
Anyone have any ideas on how to get my knightly order to stop vanishing after a single day?
Edit: Half fixed it, the empire hangs around now, but the branch office is still immediately deleted.

When I tag to the KO I see it cannot hold a branch office (probably a game rule or pulsed/housekeeping-event that wipes out the one my event is creating then? - figures in pic are intentional, I dont want the order to expand on its own, the feudal realm gives it land.)
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