Is the fact that polygamy and concubinage is only a thing for rulers in CK3 a hard-coded thing (as it seems to be as far as I can tell), or is there a way to mod the game so it is allowed for everyone like in CK2?
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You're checking if any of the king of Hungary's titles is in the de jure hierarchy of whatever thelanded_title
is, so without knowing all the exact inputs it's impossible to see if it's working as you intend. For example, if the king of Hungary is also the duke of some duchy under the Kingdom of Croatia and thelanded_title
is in that de jure hierarchy, then theany_held_title
trigger would be true.
So you want to incur no tyranny for revoking a title from the Duke of Temes if the Duke of Temes' liege is not the de jure liege of that title? We'd need to see more code because we can't see the effect that will/will not fire based on the results of this trigger. For all we know you missed aNOT
check or have a value backward or something.
if = {
limit = {
scope:landed_title.tier != tier_barony
scope:recipient.liege = { # recipient = duke of temes, liege = king of hungary
any_held_title = { # includes kingdom of hungary title
is_de_jure_liege_or_above_target = scope:landed_title # checks if scope:landed_title is under the kingdom of hungary
}
}
}
}
Is the fact that polygamy and concubinage is only a thing for rulers in CK3 a hard-coded thing (as it seems to be as far as I can tell), or is there a way to mod the game so it is allowed for everyone like in CK2?
common\defines\00_defines.txt
defines the following:—DESIRED_SPOUSES_PER_TIER = { 1 1 1 2 3 4 } # Number of spouses you are expected to have per tier, starging with unlanded, then baron and ending with emperor
DESIRED_CONCUBINES_PER_TIER = { 0 0 1 2 2 3 }
common\defines\00_defines.txt
defines the following:—
Code:DESIRED_SPOUSES_PER_TIER = { 1 1 1 2 3 4 } # Number of spouses you are expected to have per tier, starging with unlanded, then baron and ending with emperor DESIRED_CONCUBINES_PER_TIER = { 0 0 1 2 2 3 }
Changing these numbers should encourage lower-tiered and/or unlanded characters to seek more spouses if their faith allows, though it might have unintended consequences, either performance-wise, or just in that you're gonna have a harder time finding spouses for yourself!
Keep in mind also that it's never going to guarantee they get the spouses: if unlanded characters only have landed characters available to marry, well, those landed characters aren't necessarily gonna want to take the prestige hit. You may need to look into however pool characters are generated (‽) to raise their numbers to make up for it, which will incur performance penalties.
If I'm not mistaken, that doesn't at all do what I'm wanting to do.
I'm not trying to "encourage" AI-controlled characters to have a set number of concubines/consorts or spouses. I'm trying to make it *possible* for characters that are not rulers to have concubines/consorts or more than spouse. In CK2, the same marriage rules applied to both rulers and courtiers. In CK3, it's always monogamy only if you're not a ruler.
Sometimes in CK2 you'd see weird things like three female rulers all married to the same rando courtier at once. In religions where women can have multiple husbands too there's potential for this kind of thing to go a bit nuts. I imagine that's why they limited it to rulers.Ah, you're right; my apologies. I thought the only reason they didn't take more was because they didn't desire more; it's weird that they don't seem to be allowed at all. I'll look into it further, but given there's been some debate earlier in this thread regarding how AI marriage is handled in the first place, it might be hard-coded, which would be a hell of a shame.
Sometimes in CK2 you'd see weird things like three female rulers all married to the same rando courtier at once. In religions where women can have multiple husbands too there's potential for this kind of thing to go a bit nuts. I imagine that's why they limited it to rulers.
Sometimes in CK2 you'd see weird things like three female rulers all married to the same rando courtier at once. In religions where women can have multiple husbands too there's potential for this kind of thing to go a bit nuts. I imagine that's why they limited it to rulers.
I believe a more accurate term than "rando courtier" would be "sex cult leader".
scope:actor = {
imprison = {
target = scope:recipient
type = dungeon
}
}
scope:actor = {
every_courtier = {
if = {
limit = { is_courtier_of = scope:recipient }
}
imprison = {
target = scope:recipient
type = dungeon
}
}
}
Yeah, this goes for the limits on spouses and concubines in general. I've had four concubines before due to a buggy mod, and the game seemed to handle it just fine except that only three of them showed up in my character window.I've actually encountered a bug with this behavior which indicates that unlanded characters can actually have more than one spouse, at least if they acquire them while landed—it seems like it's just the UI elements that are hidden after-the-fact.
visit_ancient_site_decision = {
picture = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
desc = visit_ancient_site_decision_desc
selection_tooltip = visit_ancient_site_decision_tooltip
cooldown = { days = 3650 }
is_shown = {
is_landed = yes
exists = house
# has_perk = apostate_perk
}
# is_valid_showing_failures_only = {
# is_available_adult = yes
# }
cost = {
gold = 25
piety = 100
}
effect = {
custom_tooltip = visit_ancient_site_decision_effect_1
custom_tooltip = visit_ancient_site_decision_effect_2
show_as_tooltip = {
add_character_modifier = {
modifier = visit ancient_site_modifier
years = 10
}
}
trigger_event = {
id = rbancient_visit_event.4001
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
View attachment 651035Code:visit_ancient_site_decision = { picture = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" desc = visit_ancient_site_decision_desc selection_tooltip = visit_ancient_site_decision_tooltip cooldown = { days = 3650 } is_shown = { is_landed = yes exists = house # has_perk = apostate_perk } # is_valid_showing_failures_only = { # is_available_adult = yes # } cost = { gold = 25 piety = 100 } effect = { custom_tooltip = visit_ancient_site_decision_effect_1 custom_tooltip = visit_ancient_site_decision_effect_2 show_as_tooltip = { add_character_modifier = { modifier = visit ancient_site_modifier years = 10 } } trigger_event = { id = rbancient_visit_event.4001 } } ai_potential = { always = no } ai_will_do = { base = 0 } }
I can't for the life of me work out where that extra "You gain" bit is coming from. Can anyone shed any light on this so I can get rid of it?
visit_ancient_site_modifier
(it has a space rather than an underscore in your code).Ah man, it all seems so obvious now. This was one of the first things I did when I started, so I didn't really know what most of it was doing, and somehow that meant I couldn't see the problems.You're adding a character modifier (i.e. 'You gain
visit_ancient_site_modifier'), but the description is broken because you have a typo in the localization key forvisit_ancient_site_modifier
(it has a space rather than an underscore in your code).