CK III - Creating High Kingdom of North Sea doesn't change government to Feudal

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undeadbanana

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Short summary of your issue
Creating High Kingdom of North Sea doesn't change government to Feudal

Game Version
1.5.1.1

What OS are you playing on?
Windows

What platform are you using?
Steam

What DLC do you have installed?
Royal Court,

Do you have mods enabled?
No

Have you tried verifying your game files (Steam only)?
No

How much "pain" is this causing you?
1

Please explain the issue you experienced in the most condensed way possible
Government remains Tribal when enacting High King of the Seas decision.

Please explain how to reproduce the issue
Started game as Sjaelland, got all the perquisites done with my second character. Enacted the decision and everything was given except my government did not change to Feudal.

Is there anything else you think could help us identify/replicate the issue?
I think because my Tribal Authority was only at level 3, the programming didn't allow the change from Tribal to Feudal since that's normally a prerequisite to changing the government type and since it's not a prerequisite for High Kings it still allowed me to enact the decision.

End Notes: I'm replaying as Sjaelland because I was grossly unprepared for the government changes when I manually switched and constantly struggling with gold. If you can tell me where the cloud save files are for the game, I'll test whether that is indeed the issue by enabling the decision again at Tribal Authorities 3 and 4.

I don't have any screenshots of the issue as I automatically assumed the issue was the Tribal Authority and I manually changed government types, so I'm just including one showing that what happens when enacting the decision.

I have attached a save game
No

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Mcgan

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"unreformed Tribal" refers to the religion being unreformed, correct?
Correct.

I reformed Asatru prior to enacting the High King decision, could this have affected the government type not changing?
Actually, yes.
\common\scripted_effects\01_dlc_fp1_scripted_effects.txt
Code:
secure_high_kingdom_north_sea_scripted_effect = {
        [...]
        ##Unreformed tribals.
        if = {
            limit = {
                has_government = tribal_government
                faith = { has_doctrine_parameter = unreformed }
            }
            #First, set a flag for achievements.
            add_achievement_flag_effect = { FLAG = canute_the_greater_achievement_flag }
            #You become feudal.
            convert_whole_realm_to_feudalism_effect = yes
            #To keep you stable, we give you a nice permanent modifier.
            if = {
                limit = { is_male = yes }
                add_character_modifier = { modifier = high_king_of_the_seas_fp1_modifier }
            }
            else = {
                add_character_modifier = { modifier = high_queen_of_the_seas_fp1_modifier }
            }
            #And a historically-appropriate nickname.
            give_nickname = nick_the_sea_king
        }
        ##Reformed pagans.
        else_if = {
            limit = {
                faith.religion = { is_in_family = rf_pagan }
                NOT = {
                    faith = { has_doctrine_parameter = unreformed }
                }
            }
            #We give you a nice hefty conversion boost against other reformed faiths for twenty years.
            if = {
                limit = { is_male = yes }
                add_character_modifier = {
                    modifier = defiant_high_king_conversion_boost_modifier
                    years = 20
                }
            }
            else = {
                add_character_modifier = {
                    modifier = defiant_high_queen_conversion_boost_modifier
                    years = 20
                }
            }
            #And an appropriate nickname.
            give_nickname = nick_the_defiant
        }

The displayed effects should be correctly updated when looking at the decision after reforming your faith.
There are a few things like that in the game, that do not warn about how it can change in some conditions...
 
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undeadbanana

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The displayed effects should be correctly updated when looking at the decision after reforming your faith.
There are a few things like that in the game, that do not warn about how it can change in some conditions...
Thank you for solving the issue! I didn't even realize that I didn't get 'The Sea-King' nickname also, but the code is working as intended. Wish I would've thought to look at the code, I didn't realize how well-documented everything is.


I suppose this issue can be closed then if it's working as intended.

My only feedback would be to add to the description:

If Unreformed Pagan:
  • Government becomes Feudal
  • All Vassals become Feudal
  • etc.
 
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