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So like this?

Code:
    # Ruler
    ruler={
        gender=female
        name="Kathleen Savage"
        portrait="human_female_04"
        texture=0
        hair=1
        clothes=4
        ruler_title="King"
        ruler_title_female="Queen"
        trait="trait_ruler_logistic_understanding"
        trait="leader_trait_fleet_organizer"
    }
Yes and no. Right now you can only define ruler traits for the leader. But the syntax is correct.
 
Speaking of Rulers, there doesn't seem to be a way to reference a Ruler's gender pronouns in localisation keys. If this is the case, this could be a useful addition.

(If I'm doing it wrong, apologies!)
 
So with the changes to Regnal names I noticed in my Divine Mandate Empire that the "random name" feature pulls from non regnal names. In my game I went with the full name "Snake in the Eye" which is a full_name on my custom name list.

Now the problem comes when the leader dies my heir uses regnal_first_name with "in the eye" as a last name.

So does it not use regnal_last_name anymore? Instead based on the last name used for your leader made in creation?
 
- Added calc_true_if trigger.
Example usage:
Code:
calc_true_if = {
    amount = 2
    has_monthly_income = {
        resource = energy
        value > 5
    }
    has_monthly_income = {
        resource = minerals
        value > 5
    }
    has_monthly_income = {
        resource = influence
        value > 5
    }
}
Which will return true if you have more than 5 monthly income in at least 2 out the three resources designated by the triggers. Inside the calc_true_if block any trigger should work.

This is quite cool and will cut down on the complexity of OR AND calcs.
 
- Added new localisation promotions.
- Added new localisation functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound.
- Added new localisation function in LeaderScope: GetRulerTitle.
- Added trigger has_spaceport_construction.
- Added trigger is_researching_technology.

The localisation promotions added are the following:
(Armyscope).Leader -> (Leaderscope)
(Armyscope).Planet -> (PlanetScope)
(EmpireScope).Ruler -> (LeaderScope)
(EmpireScope).Heir -> (LeaderScope)
(EmpireScope).Species -> (SpeciesScope)
(ShipScope).Fleet -> (FleetScope)
(FleetScope).Leader -> (LeaderScope)
(FleetScope).System -> (SystemScope)
(SystemScope).Owner -> (EmpireScope)
(SystemScope).Sector -> (SectorScope)
(LeaderScope).Species -> (SpeciesScope)
(PlanetScope).Leader -> (LeaderScope)
(PlanetScope).Sector -> (SectorScope)
(PopScope).Species -> (SpeciesScope)
(SectorScope).Leader -> (LeaderScope)
 
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Yes and no. Right now you can only define ruler traits for the leader. But the syntax is correct.

I took the leader_trait from 00_ruler_traits.txt it may be that leader_trait_fleet_organizer, leader_trait_nervous and leader_trait_hive_mind are missplaced in that file and should be in 00_generic_leader_traits.txt instead then, or should infact be ruler traits and should be changed to trait_ruler_ instead of leader_trait_.
 
I took the leader_trait from 00_ruler_traits.txt it may be that leader_trait_fleet_organizer, leader_trait_nervous and leader_trait_hive_mind are missplaced in that file and should be in 00_generic_leader_traits.txt instead then, or should infact be ruler traits and should be changed to trait_ruler_ instead of leader_trait_.
My mistake. You are indeed correct. I thought it was a generic leader trait because of the tag but it does seem like it's actually a ruler trait.
 
As I understand it, we have:

set_building
remove_blocker
create_spaceport
set_spaceport_module

but only:
add_building_construction

Will be new effects like:
add_spaceport_construction
add_spaceport_module _construction
add_blocker_removing
?
 
As I understand it, we have:

set_building
remove_blocker
create_spaceport
set_spaceport_module

but only:
add_building_construction

Will be new effects like:
add_spaceport_construction
add_spaceport_module _construction
add_blocker_removing
?
Can you please check for me that it's posted in the suggestions thread. I will probably prioritize it quite high for the sake of consistency but it might get lost if it's not on the list.
 
- Fixed an issue with random_owned_fleet effect.
- Added every_owned_fleet effect to complement random_owned_fleet.
- Added is_subject and is_overlord triggers.
- Fixed an issue with the potential trigger in country edicts not always hiding the edicts.
- Debug tooltips should now also show event flags and variables for countries and event flags for fleets and ships.
- Added any_subject trigger.
- Added every_subject, random_subject effects.
 
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Update:

- Added subtract_variable effect
- Added multiply_variable effect
- Added divide_variable effect
- Variable effects and triggers can take a scope as value
- Variable effects and triggers can take a variable name as value

Code:
multiply_variable = { which = test1 value = test2 }
subtract_variable = { which = test1 value = FROM }

The first example will multiply test1 with test2. The second one will subtract FROM's test1 from test1.
 
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