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CK3 Dev Diary #64 - Cultures Are Forever
Salutations!

Before we begin, first things first. We are working on an additional patch to fix some of the issues introduced in 1.4. The patch is still being worked on, but if everything goes as planned, we should be able to get it out sometime next week or so. We’ll let you know once the patch is ready.

With that out of the way, let’s talk about something I’m quite excited to share with you all. As you probably know already, we’ve talked a bit about how we are revisiting cultures for the next expansion: Royal Court. Unlike faiths, which got a lot of attention prior to release as we made them quite dynamic and customizable, cultures can feel a bit static, and aren't anywhere near as interesting as faiths. That is all about to change!

We are revising cultures as you know them. Most exciting is perhaps the possibility to create new cultures! Both for simulating historical events and to create plausible and interesting alt-history scenarios. But I’m getting ahead of myself. For now, let’s start by looking at the foundation of a culture and the different components they are made of. This is what the new culture screen will look like.

01_culture_window.jpg

[Image of the new and updated culture interface]

Cultural Pillars

A culture has five main Cultural Pillars. These are Ethos, Heritage, Language, Martial Custom, and finally Aesthetics. Of these, the Ethos is perhaps the most significant, but all of them play a particular role in how a culture plays and how cultures view each other.

Ethos
Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture’s ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down). There are seven in total:
  • Bellicose
  • Communal
  • Courtly
  • Egalitarian
  • Inventive
  • Spiritual
  • Stoic

Here are a few examples of what they may look like in-game:

02_ethos_bellicose.jpg

[Image of the Bellicose ethos]

03_ethos_spiritual.jpg

[Image of the Spiritual ethos]

04_ethos_inventive.jpg

[Image of the Inventive ethos]

Heritage
A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. You’ll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance.

Language
Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldn’t make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of “language group” rather than a specific language.

Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you.

Noble Martial Custom
The martial custom decides which gender you may appoint as knights and commanders. As you’d expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesn’t mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that you’ll have additional options in shaping your realm.

Aesthetics
This pillar is really a collection of several smaller properties for what a culture “looks” like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear.

This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture.

For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your heart’s content.

Traditions

Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just “was a thing” and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than “they do”. Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map.

A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, you’ll have the ability to establish new traditions.

Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of circumstances, but might require certain conditions, such as ‘Hill Dwellers’ having the requirement that your culture must be present in a county with hills.

Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you don’t have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesn’t fulfill a specific and thematic requirement. An example would be a tradition named ‘Only the Strong’, which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your circumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition.

Instead of explaining traditions in detail, I’ll just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them.

05_tradition_swordsforhire.jpg

[Image of the Swords for Hire tradition]

06_tradition_chivalry.jpg

[Image of the Chivalry tradition]

07_tradition_esteemedhospitality.jpg

[Image of the Esteemed Hospitality tradition]

08_tradition_seafarers.jpg

[Image of the Seafarers tradition]

09_tradition_landofthebow.jpg

[Image of the Land of the Bow tradition]

Cultural Acceptance

Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences.

The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the “different culture” opinion penalty will gradually be reduced. At 0% acceptance, you’ll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective.

There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline.

If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures won’t disappear overnight.

Secondly, acceptance very much changes depending on the circumstances. Don’t expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn’t huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.

10_cultural_acceptance.jpg

[Image of what the cultural acceptance between two cultures may look like]

There we go. That’s what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion!

Until next time!
 
I don't know if it's been answered already since there are 17 pages in this thread but will cultural acceptance affect culture conversion? You know, for those of us who still do want to create somewhat monocultural realms.
Cultural acceptance does affect the prestige cost of culture hybridization. I don't think this answers your question about conversion.
 
Was this confirmed at any point?
Not explicitly, but it's to be inferred from the confirmed fact that Vlach culture uses 'Latin' language.

Were it after me, I'd instead propose for Romance languages to be divided into:
- Balkanic Latin (Vlach)*
- Italic Latin (Italian, Lombard, Sicilian and possibly Sardinian as to not have the latter in a category of its own)
- Gallic Latin (Cisalpine, French, Norman, Occitan, Catalan)
- Iberic Latin (Aragonese, Asturleonese, Castilian, Galician, Portuguese)

Naturally, some better terminology could be thought up as to avoid hyphenated names or two word constructs with adjectives.

*Although I'd also propose for Dalmatian to be added, as well as a distinct Romanian culture representing the divergent culture of the North Danubian Vlachs (ergo Vlach culture is of Byzantine heritage and is present on both sides of the Danube as an abstraction for the undifferentiated ethnolinguistic identity which was shared among the Latin-speaking ancestors of today's Romanians and Aromanians; Romanian culture is of South Slavic heritage and forms in de jure Wallachia and Moldavia as a melting pot culture while the Aromanians of the Balkans remain as Vlach).
 
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On a different note, Vlach culture should have a form of elective monarchy as one of its possible traditions.

Dynastic rule is hard to ascribe, given the loose traditional definition of the ruling family (on principle, princes were chosen from any branch, including a previous ruler's bastard sons – being defined as os de domn – "of domn marrow", or as having hereghie – "heredity" (from the Latin hereditas); the institutions charged with the election, dominated by the boyars, had fluctuating degrees of influence). The system itself was challenged by usurpers, and became obsolete with the Phanariote epoch.

Vlach elective could be defined as:
The Ruler and all direct De Jure Vassals of one or two Ranks below the Title can nominate an Heir from amongst the Ruler's Extended Family and any available Claimants.
 
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On a different note, Vlach culture should have a form of elective monarchy as one of its possible traditions.



Vlach elective could be defined as:
The Ruler and all direct De Jure Vassals of one or two Ranks below the Title can nominate an Heir from amongst the Ruler's Extended Family and any available Claimants.
I wouldn't trust those articles too much. The text in question was added in identical copies to those two articles around 15 years ago, and in all this time not a single source has been given. That's not to say the claims are not correct, but they lack evidence.

It could have been made up and added by you, me, or Moon Boy for all we know. :)
 
I wouldn't trust those articles too much. The text in question was added in identical copies to those two articles around 15 years ago, and in all this time not a single source has been given. That's not to say the claims are not correct, but they lack evidence.

It could have been made up and added by you, me, or Moon Boy for all we know. :)
I could look up some Romanian academic sources and translate the appropriate passages if so desired.

That said, the succession to both the Wallachian and Moldavian thrones of various rulers is not a matter of contention, so the elective character of it can be simply inferred.
 
Better yet, I've found a professional English translation of a book written by one of the leading contemporary historians of Romania (whose works tend to annoy Romanian nationalists and other mystifiers of history no less). Here you go, @Karlington:

"The unfortunate system of succession to the throne (or rather the lack of any real system) came as a supplementary handicap. The succession was neither hereditary nor simply elective but a mixture of the two: hereditary in principle, with two dynasties (Basarab in Wallachia and Musatin in Moldavia), but without the Western criterion of transmission of the throne in the direct line. Not only sons but also brothers or more distant relatives could aspire to princedom (women were excluded from the start). The only condition was to be ‘princely bone’, to belong to the family. At first, selection worked within reasonable limits. In time, however, the pretenders multiplied. Even illegitimate sons succeeded to the throne, and, in these conditions, there were of course men who only pretended to be sons of a prince. (Such was the case with Michael the Brave, the most renowned of all of the Romanian voivodes, who declared himself to be the posthumous son of the voivode Petrascu the Good; modern historians seem less than convinced of this relationship, which would in any case be impossible to prove.) In time, very distant relatives appeared who were not really relatives at all; some adopted the name Basarab in order to be more convincing. In a final phase, not even this formality mattered anymore; the rulers were now appointed by the Turks anyway.

How were rulers chosen, whether from within the dynasty or from outside it? In principle, they were picked by an assembly of boyars, sometimes by a larger assembly of the country. However, in the absence of a strict procedure (unless a prince had made his son an associate on the throne, thus theoretically ensuring his succession), conflicts were numerous. In addition, help was sometimes sought from outside, providing an excuse for the Hungarians or Turks to intervene. In these circumstances, not all reigns reached their natural term; some rulers were deposed or killed. There were, however, a few long reigns, and it is to them that the most lasting political and cultural achievements belong. Thus we have Mircea the Old (1386–1418) in Wallachia, and his contemporary Alexander the Good (1400–1432) in Moldavia; then Stephen the Great (1457–1504), whose reign – the longest of all – is considered the most glorious period in Moldavia’s history; the parallel reigns of Matei Basarab (1633–54) in Wallachia and Vasile Lupu (or Basil the Wolf, 1634–53) in Moldavia; and finally, in Wallachia, Constantin Brîncoveanu (1688–1714). But these are the exceptions. The norm was frequent changes of rule, short reigns of a few years at the most and an instability which increased with each century that passed."

- Lucian Boia, Romania: Borderland of Europe (London: Reaktion Books, 2001), 63-4.

And from another esteemed Romanian historian (and Westernophile):

"The system of succession to the throne was one of the most unfortunate of our medieval institutions. Despite the fact that the first two successions in Wallachia seem to have happened without difficulty, after the third generation – or the second, in Moldavia – we find that the throne was not automatically handed down to the eldest son of the defunct voivode (as the kings of France or England had managed) but that a successor was elected from his sons. It was as if the descendants of former knyazes, voivodes and other lords in the land wanted to revive the initial election of the Great Voivode. From that moment on, this would become the rule – with rare exceptions, such as the extraordinary figures of Mircea the Elder in Wallachia and Stephen the Great in Moldavia, who succeeded in placing their eldest sons on the throne before they died. When the throne became vacant, the “country” would elect a new voivode from the house of Basarab (in Wallachia) or Bogdan (in Moldavia). It was an elective hereditary system. Any member of the house was eligible if they were considered worthy, even illegitimate children (in fact, many of our greatest rulers were bastards, such as Stephen the Great, Petru Rareş, Neagoe Basarab and Michael the Brave). It was enough to be “of the blood” of voivodes – or, as it was said in Romanian, “from the bone” of voivodes."

- Neagu Djuvara, A Brief Illustrated History of Romanians (Bucharest: Humanitas, 2016).*

* I'd give page numbers, but I've found it only in .epub format. You can check chapter 2 ('The Dawn of the Romanian Medieval States'), subchapter 6 ('Succession to the throne').
 
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No immediate plans, but we always try to improve the map when we can, so we'll probably get back to improving the Baltic area at some point in the future.
Something I thought would be quite cool would be to have a decision similar to "Elevate the Kingdom of Mann & the Isles" except for Visby making it a trade hub in the Baltic, its situated right in the middle of the Baltic with good trade access to basically all the countries there. It wouldn't be too historically inaccurate either because they were a member of the Hanseatic League which was all about trade and as far as I am aware Visby technically became a kingdom under Valdemar IV in 1361. I personally really enjoyed the "Elevate the Kingdom of Mann & the Isles" concept and I think it could be used more in places like Visby to add in some unique kingdoms that are not exactly easy to create.
 
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I have two main questions, mostly pertaining to historical realism with regards to cultures:

1. Will the culture update attempt to redress the issues with Muwalladism as its own distinct faith within islam? This fact has never made sense to me, as the Iberians' view on homosexuality et al was largely cultural (on the basis of past cultural heritage), not religious. From what I can gather, the Muslims of Cordoba were religiously indistinguishable from the Muslims of Baghdad.

2. With the advent of languages, will pidgin languages be represented in some way? This can be done perhaps as a lingua franca that can be learned relatively easily by people and serves as a shared language. Historical precedent for this is of course Sabir, which although derived heavily from certain European languages was its own distinct language.
 
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You can, actually, it's just incredibly difficult and you can (usually) only do if it if you're the religious head
I think it works if you are the liege of the religious head as well. :)

@TempestM, I don't remember the exact conditions to trigger it, but there's a random event where you can get the option to change one facet of the faith. It's limited to a few things (like instituting incest), it's random which option you get, and IIRC it can only happen once per faith.
 
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I think it works if you are the liege of the religious head as well. :)

@TempestM, I don't remember the exact conditions to trigger it, but there's a random event where you can get the option to change one facet of the faith. It's limited to a few things (like instituting incest), it's random which option you get, and IIRC it can only happen once per faith.
I very much doubt this is actually a thing. Source: I've looked at all the religion event code and I can't see anything that would change an existing faiths doctrines aside from the unique decisions such as the dismantle papacy one.

Edit: Turns out there is actually one such event. So ignore this statement
 
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I very much doubt this is actually a thing. Source: I've looked at all the religion event code and I can't see anything that would change an existing faiths doctrines aside from the unique decisions such as the dismantle papacy one.
It's not in the religious event code because it's a learning event. They are referring to event: learning_theology_special.1001 and follow up event learning_theology_special.1002 (@Karlington 's description is dead on)

Code:
learning_theology_special.1001 = {
    type = character_event
    title = learning_theology_special.1001.t
    desc = learning_theology_special.1001.desc
    theme = learning_theology_focus
    left_portrait = scope:portrait

    trigger = {
        is_ai = no
        has_focus = learning_theology_focus
        NOT = { has_character_flag = had_learning_theology_special_1001_this_lifetime }
        faith = {
            NOR = {
                exists = var:variable_changed_doctrine_learning_theology_special_1001
                has_doctrine = unreformed_faith_doctrine
            }
        }
        OR = {
            exists = cp:councillor_court_chaplain
            AND = {
                exists = faith.religious_head
                root = faith.religious_head
            }
            AND = {
                exists = faith.religious_head
                exists = faith.religious_head.liege
                faith.religious_head.liege = root
            }
        }
        OR = {
            has_trait = scholar
            learning >= very_high_skill_rating
        }
    }

    weight_multiplier = {
        base = 1
        modifier = {
            add = -0.5
            faith = { fervor < medium_fervor_value }
        }
        modifier = {
            add = -0.5
            NOR = {
                AND = {
                    exists = faith.religious_head
                    root = faith.religious_head
                }
                AND = {
                    exists = faith.religious_head
                    exists = faith.religious_head.liege
                    faith.religious_head.liege = root
                    faith.religious_head = { is_ai = yes }
                }
            }
        }
    }

    immediate = {
        add_character_flag = had_learning_theology_special_1001_this_lifetime
        if = {
            limit = {
                exists = faith.religious_head
                root = faith.religious_head
            }
            faith.religious_head = {
                save_scope_as = player_pope
                save_scope_as = portrait #For portrait
            }
        }
        else_if = {
            limit = {
                exists = faith.religious_head
                exists = faith.religious_head.liege
                faith.religious_head.liege = root
                faith.religious_head = { is_ai = yes }
            }
            faith.religious_head = {
                save_scope_as = vassal_pope
                save_scope_as = portrait #For portrait
            }
            save_scope_as = pope_liege
        }
        else_if = {
            limit = {
                exists = cp:councillor_court_chaplain
            }
            cp:councillor_court_chaplain = {
                save_scope_as = bishop
                save_scope_as = portrait #For portrait
            }
        }
        hidden_effect = { #To randomize the doctrine that's changed
            random_list = {
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_adultery_women_accepted } }
                    }
                    save_scope_value_as = {
                        name = female_adultery_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_adultery_men_accepted } }
                    }
                    save_scope_value_as = {
                        name = male_adultery_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_homosexuality_accepted } }
                    }
                    save_scope_value_as = {
                        name = homosexuality_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_kinslaying_accepted } }
                    }
                    save_scope_value_as = {
                        name = kinslyaing_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_witchcraft_accepted } }
                    }
                    save_scope_value_as = {
                        name = witchcraft_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_consanguinity_unrestricted } }
                    }
                    save_scope_value_as = {
                        name = consanguinity_doctrine
                        value = yes
                    }
                }
            }
        }
    }
    option = { #Player Religious Head decides to incorporate doctrine.
        name = learning_theology_special.1001.d
        trigger = {
            exists = scope:player_pope
            faith = { fervor >= medium_fervor_value }
        }
        duel = {
            skill = learning
            value = extremely_high_skill_rating
            10 = {
                desc = learning_theology_special.1001.d.success
                compare_modifier = {
                    value = scope:duel_value
                    multiplier = 1
                }
                show_as_tooltip = {
                    learning_theology_special_1001_doctrine_effect = yes
                    add_learning_lifestyle_perk_points = 1
                }
                trigger_event = learning_theology_special.1002
            }
            20 = {
                desc = learning_theology_special.1001.d.failure
                send_interface_toast = {
                    title = learning_theology_special.1001.d.failure.toast
                    left_icon = root
                    add_learning_lifestyle_xp = minor_lifestyle_xp
                    add_piety = major_piety_loss
                }
            }
        }
        stress_impact = {
            zealous = medium_stress_impact_gain
        }
        ai_chance = {
            base = 0
        }
    }
    option = { #Player petitions vassal religious head to integrate doctrine.
        name = learning_theology_special.1001.e
        trigger = {
            exists = scope:vassal_pope
            faith = { fervor >= medium_fervor_value }
        }
        duel = {
            skill = learning
            target = scope:vassal_pope
            1 = {
                desc = learning_theology_special.1001.e.success
                compare_modifier = {
                    value = scope:duel_value
                    multiplier = 2
                }
                opinion_modifier = { # Opinion Factor
                    who = scope:vassal_pope
                    opinion_target = root
                    multiplier = 0.25
                }
                show_as_tooltip = {
                    learning_theology_special_1001_doctrine_effect = yes
                    add_learning_lifestyle_perk_points = 1
                }
                trigger_event = learning_theology_special.1002
            }
            50 = {
                desc = learning_theology_special.1001.e.failure
                send_interface_toast = {
                    title = learning_theology_special.1001.e.failure.toast
                    left_icon = scope:vassal_pope
                    add_learning_lifestyle_xp = minor_lifestyle_xp
                    add_piety = major_piety_loss
                }
            }
        }
        stress_impact = {
            zealous = medium_stress_impact_gain
        }
        ai_chance = {
            base = 0
        }
    }

    option = { #Share findings with Court Chaplain.
        name = learning_theology_special.1001.a
        trigger = {
            exists = scope:bishop
        }
        scope:bishop = {
            add_opinion = {
                target = root
                modifier = respect_opinion
                opinion = 15
            }
        }
        random_list = {
            desc = learning_theology_special.1001.a.desc
            100 = {
                desc = learning_theology_special.1001.a.success
                show_chance = no
                modifier = {
                    add = {
                        value = scope:bishop.ai_zeal
                    }
                }
                send_interface_toast = {
                    title = learning_theology_special.1001.a.success.toast
                    add_learning_lifestyle_perk_points = 1
                }
            }
            100 = {
                desc = learning_theology_special.1001.a.failure
                show_chance = no
                modifier = { #Make this instant success
                    scope:bishop.ai_zeal >= low_positive_ai_value
                    add = -1000
                }
                modifier = {
                    add = {
                        value = scope:bishop.ai_zeal
                        multiply = -1
                    }
                }
                send_interface_toast = {
                    title = learning_theology_special.1001.a.failure.toast
                    left_icon = scope:bishop
                    add_learning_lifestyle_xp = miniscule_lifestyle_xp
                    add_piety = minor_piety_gain
                }
            }
        }

        stress_impact = {
            zealous = minor_stress_impact_loss
            cynical = minor_stress_impact_gain
        }
        ai_chance = {
            base = 100
        }
    }

    option = { #Study in private.
        name = learning_theology_special.1001.b
        add_learning_lifestyle_xp = medium_lifestyle_xp
        add_piety = minor_piety_loss
        stress_impact = {
            zealous = medium_stress_impact_gain
            cynical = medium_stress_impact_loss
        }
        ai_chance = {
            base = 100
            ai_value_modifier = {
                ai_zeal = -0.5
            }
        }
    }

    option = { #Burn.
        name = learning_theology_special.1001.c
        add_piety = medium_piety_gain
        zealous_progression_effect = yes
        stress_impact = {
            zealous = medium_stress_impact_loss
            cynical = medium_stress_impact_gain
        }
        ai_chance = {
            base = 100
            ai_value_modifier = {
                ai_zeal = 1.5
            }
        }
    }
}

Code:
#Player successfully changed the faith's doctrine.
learning_theology_special.1002 = {
    type = character_event
    title = learning_theology_special.1002.t
    desc = {
        first_valid = {
            triggered_desc = {
                trigger = {
                    exists = scope:player_pope
                }
                desc = learning_theology_special.1002.a.desc
            }
            triggered_desc = {
                trigger = {
                    exists = scope:vassal_pope
                }
                desc = learning_theology_special.1002.b.desc
            }
        }
    }
    theme = learning_theology_focus
    right_portrait = scope:portrait

    immediate = {
        learning_theology_special_1001_doctrine_effect = yes
        add_learning_lifestyle_perk_points = 1

    }
    option = { #
        name = learning_theology_special.1002.a
        every_player = {
            limit = {
                NOR = {
                    this = root
                    this = scope:vassal_pope
                }
                faith = root.faith
            }
            trigger_event = learning_theology_special.1003
        }
    }
}

Code:
learning_theology_special_1001_doctrine_effect = {
    if = {
        limit = {
            exists = scope:female_adultery_doctrine
        }
        faith = {
            add_doctrine = doctrine_adultery_women_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:male_adultery_doctrine
        }
        faith = {
            add_doctrine = doctrine_adultery_men_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:homosexuality_doctrine
        }
        faith = {
            add_doctrine = doctrine_homosexuality_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:kinslyaing_doctrine
        }
        faith = {
            add_doctrine = doctrine_kinslaying_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:witchcraft_doctrine
        }
        faith = {
            add_doctrine = doctrine_witchcraft_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:consanguinity_doctrine
        }
        faith = {
            add_doctrine = doctrine_consanguinity_unrestricted
        }
    }
    faith = {
        change_fervor = medium_fervor_loss
        set_variable = {
            name = variable_changed_doctrine_learning_theology_special_1001
            value = yes
            years = 250
        }
    }
}

edit: clarity and formatting
 
Last edited:
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It's not in the religious event code because it's a learning event. They are referring to event: learning_theology_special.1001 and follow up event learning_theology_special.1002 (@Karlington 's description is dead on)

Code:
learning_theology_special.1001 = {
    type = character_event
    title = learning_theology_special.1001.t
    desc = learning_theology_special.1001.desc
    theme = learning_theology_focus
    left_portrait = scope:portrait

    trigger = {
        is_ai = no
        has_focus = learning_theology_focus
        NOT = { has_character_flag = had_learning_theology_special_1001_this_lifetime }
        faith = {
            NOR = {
                exists = var:variable_changed_doctrine_learning_theology_special_1001
                has_doctrine = unreformed_faith_doctrine
            }
        }
        OR = {
            exists = cp:councillor_court_chaplain
            AND = {
                exists = faith.religious_head
                root = faith.religious_head
            }
            AND = {
                exists = faith.religious_head
                exists = faith.religious_head.liege
                faith.religious_head.liege = root
            }
        }
        OR = {
            has_trait = scholar
            learning >= very_high_skill_rating
        }
    }

    weight_multiplier = {
        base = 1
        modifier = {
            add = -0.5
            faith = { fervor < medium_fervor_value }
        }
        modifier = {
            add = -0.5
            NOR = {
                AND = {
                    exists = faith.religious_head
                    root = faith.religious_head
                }
                AND = {
                    exists = faith.religious_head
                    exists = faith.religious_head.liege
                    faith.religious_head.liege = root
                    faith.religious_head = { is_ai = yes }
                }
            }
        }
    }

    immediate = {
        add_character_flag = had_learning_theology_special_1001_this_lifetime
        if = {
            limit = {
                exists = faith.religious_head
                root = faith.religious_head
            }
            faith.religious_head = {
                save_scope_as = player_pope
                save_scope_as = portrait #For portrait
            }
        }
        else_if = {
            limit = {
                exists = faith.religious_head
                exists = faith.religious_head.liege
                faith.religious_head.liege = root
                faith.religious_head = { is_ai = yes }
            }
            faith.religious_head = {
                save_scope_as = vassal_pope
                save_scope_as = portrait #For portrait
            }
            save_scope_as = pope_liege
        }
        else_if = {
            limit = {
                exists = cp:councillor_court_chaplain
            }
            cp:councillor_court_chaplain = {
                save_scope_as = bishop
                save_scope_as = portrait #For portrait
            }
        }
        hidden_effect = { #To randomize the doctrine that's changed
            random_list = {
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_adultery_women_accepted } }
                    }
                    save_scope_value_as = {
                        name = female_adultery_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_adultery_men_accepted } }
                    }
                    save_scope_value_as = {
                        name = male_adultery_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_homosexuality_accepted } }
                    }
                    save_scope_value_as = {
                        name = homosexuality_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_kinslaying_accepted } }
                    }
                    save_scope_value_as = {
                        name = kinslyaing_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_witchcraft_accepted } }
                    }
                    save_scope_value_as = {
                        name = witchcraft_doctrine
                        value = yes
                    }
                }
                10 = {
                    trigger = {
                        NOT = { faith = { has_doctrine = doctrine_consanguinity_unrestricted } }
                    }
                    save_scope_value_as = {
                        name = consanguinity_doctrine
                        value = yes
                    }
                }
            }
        }
    }
    option = { #Player Religious Head decides to incorporate doctrine.
        name = learning_theology_special.1001.d
        trigger = {
            exists = scope:player_pope
            faith = { fervor >= medium_fervor_value }
        }
        duel = {
            skill = learning
            value = extremely_high_skill_rating
            10 = {
                desc = learning_theology_special.1001.d.success
                compare_modifier = {
                    value = scope:duel_value
                    multiplier = 1
                }
                show_as_tooltip = {
                    learning_theology_special_1001_doctrine_effect = yes
                    add_learning_lifestyle_perk_points = 1
                }
                trigger_event = learning_theology_special.1002
            }
            20 = {
                desc = learning_theology_special.1001.d.failure
                send_interface_toast = {
                    title = learning_theology_special.1001.d.failure.toast
                    left_icon = root
                    add_learning_lifestyle_xp = minor_lifestyle_xp
                    add_piety = major_piety_loss
                }
            }
        }
        stress_impact = {
            zealous = medium_stress_impact_gain
        }
        ai_chance = {
            base = 0
        }
    }
    option = { #Player petitions vassal religious head to integrate doctrine.
        name = learning_theology_special.1001.e
        trigger = {
            exists = scope:vassal_pope
            faith = { fervor >= medium_fervor_value }
        }
        duel = {
            skill = learning
            target = scope:vassal_pope
            1 = {
                desc = learning_theology_special.1001.e.success
                compare_modifier = {
                    value = scope:duel_value
                    multiplier = 2
                }
                opinion_modifier = { # Opinion Factor
                    who = scope:vassal_pope
                    opinion_target = root
                    multiplier = 0.25
                }
                show_as_tooltip = {
                    learning_theology_special_1001_doctrine_effect = yes
                    add_learning_lifestyle_perk_points = 1
                }
                trigger_event = learning_theology_special.1002
            }
            50 = {
                desc = learning_theology_special.1001.e.failure
                send_interface_toast = {
                    title = learning_theology_special.1001.e.failure.toast
                    left_icon = scope:vassal_pope
                    add_learning_lifestyle_xp = minor_lifestyle_xp
                    add_piety = major_piety_loss
                }
            }
        }
        stress_impact = {
            zealous = medium_stress_impact_gain
        }
        ai_chance = {
            base = 0
        }
    }

    option = { #Share findings with Court Chaplain.
        name = learning_theology_special.1001.a
        trigger = {
            exists = scope:bishop
        }
        scope:bishop = {
            add_opinion = {
                target = root
                modifier = respect_opinion
                opinion = 15
            }
        }
        random_list = {
            desc = learning_theology_special.1001.a.desc
            100 = {
                desc = learning_theology_special.1001.a.success
                show_chance = no
                modifier = {
                    add = {
                        value = scope:bishop.ai_zeal
                    }
                }
                send_interface_toast = {
                    title = learning_theology_special.1001.a.success.toast
                    add_learning_lifestyle_perk_points = 1
                }
            }
            100 = {
                desc = learning_theology_special.1001.a.failure
                show_chance = no
                modifier = { #Make this instant success
                    scope:bishop.ai_zeal >= low_positive_ai_value
                    add = -1000
                }
                modifier = {
                    add = {
                        value = scope:bishop.ai_zeal
                        multiply = -1
                    }
                }
                send_interface_toast = {
                    title = learning_theology_special.1001.a.failure.toast
                    left_icon = scope:bishop
                    add_learning_lifestyle_xp = miniscule_lifestyle_xp
                    add_piety = minor_piety_gain
                }
            }
        }

        stress_impact = {
            zealous = minor_stress_impact_loss
            cynical = minor_stress_impact_gain
        }
        ai_chance = {
            base = 100
        }
    }

    option = { #Study in private.
        name = learning_theology_special.1001.b
        add_learning_lifestyle_xp = medium_lifestyle_xp
        add_piety = minor_piety_loss
        stress_impact = {
            zealous = medium_stress_impact_gain
            cynical = medium_stress_impact_loss
        }
        ai_chance = {
            base = 100
            ai_value_modifier = {
                ai_zeal = -0.5
            }
        }
    }

    option = { #Burn.
        name = learning_theology_special.1001.c
        add_piety = medium_piety_gain
        zealous_progression_effect = yes
        stress_impact = {
            zealous = medium_stress_impact_loss
            cynical = medium_stress_impact_gain
        }
        ai_chance = {
            base = 100
            ai_value_modifier = {
                ai_zeal = 1.5
            }
        }
    }
}

Code:
#Player successfully changed the faith's doctrine.
learning_theology_special.1002 = {
    type = character_event
    title = learning_theology_special.1002.t
    desc = {
        first_valid = {
            triggered_desc = {
                trigger = {
                    exists = scope:player_pope
                }
                desc = learning_theology_special.1002.a.desc
            }
            triggered_desc = {
                trigger = {
                    exists = scope:vassal_pope
                }
                desc = learning_theology_special.1002.b.desc
            }
        }
    }
    theme = learning_theology_focus
    right_portrait = scope:portrait

    immediate = {
        learning_theology_special_1001_doctrine_effect = yes
        add_learning_lifestyle_perk_points = 1

    }
    option = { #
        name = learning_theology_special.1002.a
        every_player = {
            limit = {
                NOR = {
                    this = root
                    this = scope:vassal_pope
                }
                faith = root.faith
            }
            trigger_event = learning_theology_special.1003
        }
    }
}

Code:
learning_theology_special_1001_doctrine_effect = {
    if = {
        limit = {
            exists = scope:female_adultery_doctrine
        }
        faith = {
            add_doctrine = doctrine_adultery_women_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:male_adultery_doctrine
        }
        faith = {
            add_doctrine = doctrine_adultery_men_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:homosexuality_doctrine
        }
        faith = {
            add_doctrine = doctrine_homosexuality_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:kinslyaing_doctrine
        }
        faith = {
            add_doctrine = doctrine_kinslaying_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:witchcraft_doctrine
        }
        faith = {
            add_doctrine = doctrine_witchcraft_accepted
        }
    }
    else_if = {
        limit = {
            exists = scope:consanguinity_doctrine
        }
        faith = {
            add_doctrine = doctrine_consanguinity_unrestricted
        }
    }
    faith = {
        change_fervor = medium_fervor_loss
        set_variable = {
            name = variable_changed_doctrine_learning_theology_special_1001
            value = yes
            years = 250
        }
    }
}

edit: clarity and formatting

huh it seems I stand corrected.

Still I consider it weird though that they decided to include such an event instead of a proper mechanic to do such changes to existing religions. Say something similar to reformation except it changes the existing religion instead of making a new one. Provided you fulfill the logical requirements for that, (such as having the religious head as your vassal)
 
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Say something similar to reformation except it changes the existing religion instead of making a new one.
Well, that wouldn't make sense. If you make a change to religion, you create a new religion because people still have the option to disagree with your change. Of course, you can then oppress the old religion and come out on top, but the change should not normally be automatic (and if you are, say, the last Copt and create a new religion, the change will effectively be automatic - but you will not inherit ecumenical acceptance which is, again, OK). Note that nearly each Ecumenical Council left a "heresy" (that is, a faith that did not accept its decisions) behind.
 
Well, that wouldn't make sense. If you make a change to religion, you create a new religion because people still have the option to disagree with your change. Of course, you can then oppress the old religion and come out on top, but the change should not normally be automatic (and if you are, say, the last Copt and create a new religion, the change will effectively be automatic - but you will not inherit ecumenical acceptance which is, again, OK). Note that nearly each Ecumenical Council left a "heresy" (that is, a faith that did not accept its decisions) behind.
I see the point you are making. But I myself would be willing to sacrifice perfect realism for a mechanic that works like the idea I described (and clearly the event in question that sort of does this already works under the same assumption). Instead you can maybe simulate the populace being unhappy about this with a drop in fervour so that heresies are likely to pop up after such a change?
 
I see the point you are making. But I myself would be willing to sacrifice perfect realism for a mechanic that works like the idea I described (and clearly the event in question that sort of does this already works under the same assumption). Instead you can maybe simulate the populace being unhappy about this with a drop in fervour so that heresies are likely to pop up after such a change?
That would only really matter in a case where fervour is already slightly low, and where there are a lot of other faiths in the religion for people to change to.

It would be virtually useless with (for example) the pagan faiths where there is the Old, unreformed, faith and whatever you've created.
It wouldn't make sense for Catholicism to change tenets, and as a result people become *anything but Catholic* without there being an "old" Catholic rump left behind.

Even this event doesn't entirely make sense to me, even though it's more limited in scope to doctrines.


There's also that being able, as a single ruler in Europe, to change the entire Catholic religion would be *weird* at best. At least with the event you're only changing one tenet *and* have to be either the HoF or able to tell the HoF what to do.
 
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That would only really matter in a case where fervour is already slightly low, and where there are a lot of other faiths in the religion for people to change to.

It would be virtually useless with (for example) the pagan faiths where there is the Old, unreformed, faith and whatever you've created.
It wouldn't make sense for Catholicism to change tenets, and as a result people become *anything but Catholic* without there being an "old" Catholic rump left behind.

Even this event doesn't entirely make sense to me, even though it's more limited in scope to doctrines.


There's also that being able, as a single ruler in Europe, to change the entire Catholic religion would be *weird* at best. At least with the event you're only changing one tenet *and* have to be either the HoF or able to tell the HoF what to do.
That's fair. I suppose we just disagree on this then.

Though maybe I did not make it clear that I didn't specifically want it to be possible to change all the faith doctrines at once. All I wanted was a mechanic that simply allows you to direct what should be changed. Instead of a random event altering a random doctrine, provided you indeed either are the HoF or have the HoF as a vassal. Specifically I consider this important because otherwise there is no way to ever change your religion ever (without trying to glitch your way through) if you at any point in time become a temporal HoF.
 
That's fair. I suppose we just disagree on this then.

Though maybe I did not make it clear that I didn't specifically want it to be possible to change all the faith doctrines at once. All I wanted was a mechanic that simply allows you to direct what should be changed. Instead of a random event altering a random doctrine, provided you indeed either are the HoF or have the HoF as a vassal. Specifically I consider this important because otherwise there is no way to ever change your religion ever (without trying to glitch your way through) if you at any point in time become a temporal HoF.
Giving away the HoF title and form a new faith would work in this case.