I am playing a baltic character. I have reformed the faith and the Chosen of Perkunas have appeared, but they are not in the holy orders tab.
Apparently I need 3 duchies to form the Kingdom of the North Sea, while there are only two duchies in the kingdom.
You need three duchies to become a king--any king. Having most or all of the Kingdom of the North Sea just means you can form that particular kingdom when you get a third duchy.
Works the exact same way in vanilla. Not a bug.
WAD at the moment ( may be changed after everyone gets back off holiday). If that empire goes below a certain numbers of holding at peace it will dissolve however.English King was able to create British Empire with only 1 Kingdom:
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The Religious Icons are very ugly and have a lot of defects. Why don't you keep the vanilla icons for Religions ?
We do have vanilla icons, save for Nordic and the custom religions. You'll have to be more specific regarding what you're seeing. They look fine to us, so the only way we can respond to "they're very ugly" is with "gee, thanks, I made some of those myself."
yesTried to create a new ruler using the ruler editor and noticed that under the religion tab all of the heresies are missing. Is this WAD?
Mostly for flavor and wanting to keep them to forming by event.Can I ask the reason why this was done? Mostly just curious if there was a technical reason for it or just flavor. and perhaps what file to look in if I wanted to add back some of the heresies.
county_conquest = { #consolidation of pagan, indian and muslim county conquest CBs
name = CB_NAME_COUNTY_CONQUEST
war_name = WAR_NAME_COUNTY_CONQUEST
sprite = 16
truce_days = 1825
hostile_against_others = yes
is_permanent = yes
check_all_titles = yes # if permanent, setting this to true will check against all of someones titles, including vassal held titles
press_claim = yes
can_ask_to_join_war = yes
can_use = {
ROOT = {
OR = {
ai = no
NOT = { has_character_modifier = do_not_disturb }
}
}
ROOT = { NOT = { has_character_modifier = holy_truce_timer } }
FROM = { NOT = { has_character_modifier = holy_truce_timer } }
ROOT = { independent = yes }
ROOT = { #Allow county conquest if ROOT is an unreformed Pagan, a muslim (and FROM is the same school of islam)
#or if ROOT and FROM are both an Indian religion and culture
religion_group = FROM #ROOT and FROM must be in the same religion group
OR = {
AND = { #Islam can only this CB on the same school, otherwise they must use holy war
religion_group = muslim
religion = FROM
}
AND = { #Indians can use if ROOT and FROM are both an Indian religion and culture
religion_group = indian_group
AND = {
OR = {
culture_group = indo_aryan_group
culture_group = dravidian_group
}
FROM = {
OR = {
culture_group = indo_aryan_group
culture_group = dravidian_group
}
}
}
}
AND = { #Pagan can use only if they are unreformed
religion_group = pagan_group
is_reformed_religion = no
}
}
NOT = { #Heresies and their parents must use the holy_war cb on each other instead
is_heresy_of = FROM
is_parent_religion = FROM
}
}
ROOT = { #Special Cases
NOT = {
AND = {
has_landed_title = e_il-khanate
religion = tengri_pagan
}
AND = {
has_landed_title = e_golden_horde
religion = tengri_pagan
}
has_character_flag = horde_seljuk
has_character_flag = horde_seljuk2
has_character_flag = alp_arslan
has_landed_title = e_timurids
}
}
}
can_use_title = {
tier = count
OR = {
FROM = {
has_landed_title = PREV
}
holder_scope = {
is_liege_or_above = FROM
}
}
ROOT = {
NOT = { has_character_modifier = county_conquest_timer }
}
NOT = {
OR = {
ROOT = {
has_landed_title = PREV
}
holder_scope = {
is_liege_or_above = ROOT
}
}
}
location = {
OR = {
any_neighbor_province = {
#target borders attacker
owner = {
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
}
AND = {
#target is coastal and nearby but requires a narrow crossing
port = yes
ROOT = {
any_realm_province = {
NOT = {
distance = {
where = PREVPREV
value = 75
}
}
}
}
}
}
}
}
is_valid_title = {
OR = {
FROM = {
has_landed_title = PREV
}
holder_scope = {
is_liege_or_above = FROM
}
}
}
on_success_title = {
ROOT = { add_character_modifier = { name = victory_timer duration = 3 hidden = yes } }
if = {
limit = {
holder_scope = {
tier = count
NOT = { num_of_count_titles = 2 }
lower_tier_than = ROOT
}
}
holder_scope = {
set_defacto_liege = ROOT
}
}
if = {
limit = {
holder_scope = {
OR = {
higher_tier_than = count
num_of_count_titles = 2
NOT = { lower_tier_than = ROOT }
}
}
}
usurp_title_plus_barony_if_unlanded = { target = ROOT type = invasion }
any_de_jure_vassal_title = { # take all baronies under the one we're fighting for
limit = {
has_holder = yes
NOT = {
de_facto_liege = PREV
}
holder_scope = {
OR = {
character = FROM
is_liege_or_above = FROM
}
}
}
usurp_title_plus_barony_if_unlanded = { target = ROOT type = invasion }
}
}
any_attacker = {
limit = { character = ROOT }
participation_scaled_prestige = 50
}
any_attacker = {
limit = { NOT = { character = ROOT } }
hidden_tooltip = { participation_scaled_prestige = 50 }
}
}
on_fail_title = {
ROOT = {
prestige = -100
hidden_tooltip = { add_character_modifier = { name = "county_conquest_timer" duration = 1825 } }
}
any_defender = {
limit = { character = FROM }
participation_scaled_prestige = 50
}
any_defender = {
limit = { NOT = { character = FROM } }
hidden_tooltip = { participation_scaled_prestige = 50 }
}
}
on_reverse_demand = {
FROM = { add_character_modifier = { name = victory_timer duration = 3 hidden = yes } }
ROOT = {
prestige = -200
if = {
limit = {
has_global_flag = hardcore_mode
ROOT = { ai = no }
}
hidden_tooltip = { ROOT = { add_character_modifier = { name = "county_conquest_timer" duration = 3650 } } }
}
if = {
limit = {
NOT = { has_global_flag = hardcore_mode }
}
hidden_tooltip = { ROOT = { add_character_modifier = { name = "county_conquest_timer" duration = 1825 } } }
}
transfer_scaled_wealth = {
to = FROM
value = 4.0
}
}
any_defender = {
limit = { character = FROM }
participation_scaled_prestige = 100
}
any_defender = {
limit = { NOT = { character = FROM } }
hidden_tooltip = { participation_scaled_prestige = 100 }
}
}
attacker_ai_victory_worth = {
factor = -1 # always accept
}
attacker_ai_defeat_worth = {
factor = 100
}
defender_ai_victory_worth = {
factor = -1 # always accept
}
defender_ai_defeat_worth = {
factor = 100
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
FROM = {
has_landed_title = k_magyar
has_global_flag = magyar_1066_invasion
}
}
}
}
I'm (guessing?) this is the code in question:
Code:ROOT = { #Allow county conquest if ROOT is an unreformed Pagan, a muslim (and FROM is the same school of islam) #or if ROOT and FROM are both an Indian religion and culture [B][COLOR="#FF0000"]religion_group = FROM #ROOT and FROM must be in the same religion group[/COLOR][/B]