I'll update the list later. Gotta update Project Balance first.
Well, I did get a look through once. Can't say I actually saw anything on this list that was implemented in 1.07, though I might've missed something.And now ?
Add to the request : MIN_PREGNANCY_AGE
Actual bugs should be reported rather than posted hereBeing able to change around which religions are mainstream and which are heresies during gameplay ( ATM it is very buggy if you try it with more than one religion)
Matrilineal marriage is done by setting spouse from the woman's perspective to my knowledge.I couldn't see anything about specifying betrothals and matrilineal marriages in the history files, or have I missed it?
What's ultimogeniture?I'd also like ultimogeniture, but that could probably be implemented for the Mongols as opposed to just being added for modders to use. Either way it'd be a great addition to the game.
I've heard this mentioned but wasn't aware that it was confirmed. I'll have to check. Do you know if it works consistently?Matrilineal marriage is done by setting spouse from the woman's perspective to my knowledge.
I'll add betrothals to the list.
Essentially the reverse of primogeniture, whereby the youngest son/brother inherits everything. I don't think it would be that hard for the devs to add.What's ultimogeniture?
Never used it myself, but from what I've heard it works fine.I've heard this mentioned but wasn't aware that it was confirmed. I'll have to check. Do you know if it works consistently?
I'll add it to the list.Essentially the reverse of primogeniture, whereby the youngest son/brother inherits everything. I don't think it would be that hard for the devs to add.
Actual bugs should be reported rather than posted here
466517 = {
name="Tamar"
female = yes
dynasty=507
martial=8
diplomacy=7
intrigue=7
stewardship=8
religion="orthodox"
culture="georgian"
add_trait="charitable"
add_trait="diligent"
add_trait="patient"
add_trait="lustful"
add_trait="zealous"
add_trait="grey_eminence"
father=216515
mother=216540
1166.1.1={
birth="1166.1.1"
}
1187.1.1 = {
give_nickname=nick_the_great
}
1189.1.1={
add_spouse = 466516
}
1212.1.8={
death="1212.1.8"
}
}
Meneth, I just tested your matrilineal theory with Tamar the Great of Georgia:
Code:466517 = { name="Tamar" female = yes dynasty=507 martial=8 diplomacy=7 intrigue=7 stewardship=8 religion="orthodox" culture="georgian" add_trait="charitable" add_trait="diligent" add_trait="patient" add_trait="lustful" add_trait="zealous" add_trait="grey_eminence" father=216515 mother=216540 1166.1.1={ birth="1166.1.1" } 1187.1.1 = { give_nickname=nick_the_great } 1189.1.1={ add_spouse = 466516 } 1212.1.8={ death="1212.1.8" } }
I made her the main partner in her marriage to David Soslan of Alania, and it loaded up as a regular marriage.
They are of the same dynasty, though, so I'm not sure if that played a part in the outcome.
I really do think we need a proper matrilineal marriage function, though, as it seems pretty random at the moment. I'm sure it's not WAD.
466517 = {
name="Tamar"
female = yes
dynasty=507
martial=8
diplomacy=7
intrigue=7
stewardship=8
religion="orthodox"
culture="georgian"
add_trait="charitable"
add_trait="diligent"
add_trait="patient"
add_trait="lustful"
add_trait="zealous"
add_trait="grey_eminence"
father=216515
mother=216540
1166.1.1={
birth="1166.1.1"
}
1187.1.1 = {
give_nickname=nick_the_great
}
1189.1.1={
add_spouse = 466516
effect = {
spouse = {
remove_spouse = spouse
add_spouse_matrilinear = ROOT
}
}
}
1212.1.8={
death="1212.1.8"
}
}
Added.- Allow us to localise the names of unit types by culture like we can do for titles. For example, heavy_infantry_greek could be hoplitai.
character_event = {
id = foo
desc = "As a child, you should really be at home with your parent."
picture = "GFX_evt_child_play"
trigger = {
is_ruler = no
NOT = { age = 16 )
NOT = { any_liege = { dynasty = ROOT } }
NOT = { at_location = father }
NOT = { at_location = mother }
OR = {
father = { is_alive = yes }
mother = { is_alive = yes }
}
NOT = { has_global_flag = startup_children_moved }
}
mean_time_to_happen = {
days = 1
}
option = {
name = "Go Home"
IF = { #father alive
limit = { father = { is_alive = yes } }
[COLOR="#FF8C00"]employer = father[/COLOR]
}
IF = { #mother alive
limit = { father = { is_alive = no } mother = { is_alive = yes } }
[COLOR="#FF8C00"]employer = mother[/COLOR]
}
set_global_flag = startup_children_moved
}
}
Try using reverse_banish.EDIT:
In the history files we can use employer = ID to get this effect, to put characters in specific courts at a certain date. Basically I want an extension of this command to make it available to the scripting engine and take targets.
Original below.
I'd like to get a 'employer' command, to move someone to a target's court. Currently we can change someone's liege, but this won't do it for unlanded characters, and isn't always the right choice. Basically it should work like 'banish' only with a set target court.
'employer' (or whatever) should take any valid identifier like 'liege', 'father', 'mother', 'PREV', 'FROM', 'ROOT' etc..
Example code if this were implemented:
Code:character_event = { id = foo desc = "As a child, you should really be at home with your parent." picture = "GFX_evt_child_play" trigger = { is_ruler = no NOT = { age = 16 ) NOT = { any_liege = { dynasty = ROOT } } NOT = { at_location = father } NOT = { at_location = mother } OR = { father = { is_alive = yes } mother = { is_alive = yes } } NOT = { has_global_flag = startup_children_moved } } mean_time_to_happen = { days = 1 } option = { name = "Go Home" IF = { #father alive limit = { father = { is_alive = yes } } [COLOR=#FF8C00]employer = father[/COLOR] } IF = { #mother alive limit = { father = { is_alive = no } mother = { is_alive = yes } } [COLOR=#FF8C00]employer = mother[/COLOR] } set_global_flag = startup_children_moved } }
Will add it.abitlity to add a negative/exclusive preresiquites for buildings. to make the construction of a build excluding the possibility to build another later.
in clear, to create separate/specialised buildings chains.
Will add it.As in the Lux Invicta thread:
"I really feel we need a way to have infinite definable pentarchy systems ("pentarchy = germanic" instead of "pentarchy = yes") "