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Hey, I cant seem to make this building avaliable to muslims. Anyone know what I did wrong?

#Warrior Cult, special pagan building that gives more infantry to pagans
ca_warrior_cult = {
auto_add_at_year = 10
potential = {
FROM = {
religion_group = pagan_group
religion_group = muslim_group
NOT = {
any_liege = {
NOT = { religion_group = pagan_group }
NOT = { religion_group = muslim_group }
}
}
}
religion_group = pagan_group
religion_group = muslim_group
}
build_cost = 10
build_time = 60
light_infantry = 500
heavy_infantry = 200
archers = 200
ai_creation_factor = 300 #AI should always build this if it can
}


Here's the original event:



#Warrior Cult, special pagan building that gives more infantry to pagans
ca_warrior_cult = {
auto_add_at_year = 10
potential = {
FROM = {
religion_group = pagan_group
NOT = {
any_liege = {
NOT = { religion_group = pagan_group }
}
}
}
religion_group = pagan_group
}
build_cost = 10
build_time = 60
light_infantry = 360
heavy_infantry = 120
archers = 120
ai_creation_factor = 300 #AI should always build this if it can
}
 
Last edited:
Hey, I cant seem to make this building avaliable to muslims. Anyone know what I did wrong?
You need to use OR:
Code:
FROM = {[INDENT]OR = {
[/INDENT]
[INDENT=2]religion_group = pagan_group
religion_group = muslim_group[/INDENT]
[INDENT]}
NOT = {[/INDENT]
[INDENT=2]any_liege = {[/INDENT]
[INDENT=3]NOT = { religion_group = pagan_group }
NOT = { religion_group = muslim_group }[/INDENT]
[INDENT=2]}[/INDENT]
[INDENT]}[/INDENT]
}
 
events\job_spiritual_adviser.txt or some such.

That's the events for increasing the likeliness of conversion if you have your priest working on a province, but where are the events for passive religious conversion?
 
That's the events for increasing the likeliness of conversion if you have your priest working on a province, but where are the events for passive religious conversion?
There are none, except for heresy. Those are covered in religious_events.txt if I remember correctly. Possibly province_events.txt.
 
You need to use OR:
Code:
FROM = {[INDENT]OR = {
[/INDENT]
[INDENT=2]religion_group = pagan_group
religion_group = muslim_group[/INDENT]
[INDENT]}
NOT = {[/INDENT]
[INDENT=2]any_liege = {[/INDENT]
[INDENT=3]NOT = { religion_group = pagan_group }
NOT = { religion_group = muslim_group }[/INDENT]
[INDENT=2]}[/INDENT]
[INDENT]}[/INDENT]
}
Really wierd. I just can't get it to work. Playing with unmodded files to test things out. Now it just makes it unavaliable for everyone. Here's the code:

#Warrior Cult, special pagan building that gives more infantry to pagans
ca_warrior_cult = {
auto_add_at_year = 10
potential = {
FROM = {
OR = {
religion_group = pagan_group
religion_group = muslim
NOT = {
any_liege = {
NOT = { religion_group = pagan_group }
NOT = { religion_group = muslim }
}
}
}
religion_group = pagan_group
}
build_cost = 10
build_time = 60
light_infantry = 360
heavy_infantry = 120
archers = 120
ai_creation_factor = 300 #AI should always build this if it can
}
 
Last edited:
Like such you mean?

#Warrior Cult, special pagan building that gives more infantry to pagans
ca_warrior_cult = {
auto_add_at_year = 10
potential = {
FROM = {
religion_group = pagan_group
religion_group = muslim
NOT = {
any_liege = {
AND = { religion_group = pagan_group }
AND = { religion_group = muslim }
}
}
}
religion_group = pagan_group
}
build_cost = 10
build_time = 60
light_infantry = 360
heavy_infantry = 120
archers = 120
ai_creation_factor = 300 #AI should always build this if it can
}

I'm afraid it still doesn't work for muslims or pagans.
 
I guess you might need to use AND = { within the any_liege condition.

Not to seem sarcastic, but wouldn't it be simpler to just put in
Code:
NOT = {any_liege = {
religion_group = christian
}
}

Right now, there are only three religion_group choices, though more could be added later, but the whole point of warrior_cult is to buff the levies of non-playables.
 
#Warrior Cult, special pagan building that gives more infantry to pagans
ca_warrior_cult = {
auto_add_at_year = 10
potential = {
FROM = {
religion_group = pagan_group
NOT = {
any_liege = {
religion_group = christian
}
}
}
religion_group = pagan_group
}
build_cost = 10
build_time = 60
light_infantry = 360
heavy_infantry = 120
archers = 120
ai_creation_factor = 300 #AI should always build this if it can
}

This still doesn't work. Anyone know what's wrong here?
 
This still doesn't work. Anyone know what's wrong here?

I think that you forgot to put the muslim bit back in. I'm not at my game computer right now, but maybe this will work:

Code:
#Warrior Cult, special pagan building that gives more infantry to pagansca_warrior_cult = {
auto_add_at_year = 10
potential = {
FROM = {
NOT = { religion_group = christian } #makes sure that you are not Christian
NOT = {
any_liege = {
religion_group = christian #makes sure that your liege isn't, either
}
}
}
}
build_cost = 10
build_time = 60
light_infantry = 360
heavy_infantry = 120
archers = 120
ai_creation_factor = 300 #AI should always build this if it can
}

I'll try to test it for you this afternoon if you like.
 
Does anyone know why this triggered modifier isn't working:
Code:
child_mortality = {
	potential = {
		OR = {
			age = 1
			age = 2
			age = 3
			age = 4
			age = 5
			age = 6
		}
	}
	
	trigger = {
		OR = {
			age = 1
			age = 2
			age = 3
			age = 4
			age = 5
			age = 6
		}
	}
	
	health = -2
	
	icon = 40
}
At the moment it's applying the health penalty to rulers of any age.
 
Does anyone know why this triggered modifier isn't working:
Code:
child_mortality = {
    potential = {
        OR = {
            age = 1
            age = 2
            age = 3
            age = 4
            age = 5
            age = 6
        }
    }
    
    trigger = {
        OR = {
            age = 1
            age = 2
            age = 3
            age = 4
            age = 5
            age = 6
        }
    }
    
    health = -2
    
    icon = 40
}
At the moment it's applying the health penalty to rulers of any age.

I'd think that NOT = { age = 7 } would work better (some things just won't get the right or any result). That's what the devs put in their own childhood events. If the trigger and/or potential is not valid, the effect will indeed be applied to everyone who is eligible. Is it only rulers or all characters?
 
Just rulers. It's very strange. If I use NOT = { age = 7 } it has no effect on any characters. I created a whole bunch of positive relationship modifiers for characters based on their attributes without any problem, but now this simple modifier isn't working. Very puzzling.
 
Just rulers. It's very strange. If I use NOT = { age = 7 } it has no effect on any characters. I created a whole bunch of positive relationship modifiers for characters based on their attributes without any problem, but now this simple modifier isn't working. Very puzzling.
Age is a variable, thus NOT = { age = 7 } would mean "under the age of 7".
The problem is that you've set it to allow the modifier for any ruler that is at least 1 year old.
 
So, the below code should function properly?

Code:
child_mortality = {
	potential = {
		NOT = { age = 7 }
	}
	
	trigger = {
		NOT = { age = 7 }
	}
	
	health = -2
	
	icon = 40
}

Alas, it's not being applied to any characters at all.
 
So, the below code should function properly?

Code:
child_mortality = {
    potential = {
        NOT = { age = 7 }
    }
    
    trigger = {
        NOT = { age = 7 }
    }
    
    health = -2
    
    icon = 40
}

Alas, it's not being applied to any characters at all.
It works for me, changing it to 16 and loading up as the King of France.
 
Doing a little testing. It appears to only work for child rulers. Is there some sort of potential = any type code?