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Chris_92

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A question about the "Revoke Titles for Everyone" (only this one, the religious one is fine).

I noticed that your main holding cannot be affected by any crown law title if I want to insitute this law. The requirements are no problem for counties and duchies, kings and emperors however can't choose it.

The code for reference:

revoke_title_law_1 = {
group = revoke_title_law
potential = {
always = yes
}
allow = {
holder_scope = {
is_tribal = no
is_nomadic = no
}
OR = {
has_law = revoke_title_law_2
AND = {
has_law = revoke_title_law_0
custom_tooltip = {
text = HAS_NO_CROWNLAW_TITLE
hidden_tooltip = { NOT = { crownlaw_title = { always = yes } } }
}
}
AND = {
has_law = revoke_title_law_0
crownlaw_title = {
OR = {
has_law = crown_authority_1
has_law = crown_authority_2
has_law = crown_authority_3
has_law = crown_authority_4
}
}
}
}
}

Edit: sry, it's not showing the hierarchy properly. Don't know what to do about it, but you can check the law in the "demesne_laws".txt file in \common\laws

The problem in my game: as soon as you have a crown title, you are affected by crown laws (at least that's what I found out by switching to various characters, from counts to emperors). The condition

AND = {
has_law = revoke_title_law_0
custom_tooltip = {
text = HAS_NO_CROWNLAW_TITLE
hidden_tooltip = { NOT = { crownlaw_title = { always = yes } } }
}

simply can't be fulfilled then.

I'm not sure if I'm missing something though. Is it intentional or did I find a bug?
 
Last edited:

taxintoxin

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A question about the "Revoke Titles for Everyone" (only this one, the religious one is fine).

I noticed that your main holding cannot be affected by any crown law title if I want to insitute this law. The requirements are no problem for counties and duchies, kings and emperors however can't choose this it.

The code for reference:

revoke_title_law_1 = {
group = revoke_title_law
potential = {
always = yes
}
allow = {
holder_scope = {
is_tribal = no
is_nomadic = no
}
OR = {
has_law = revoke_title_law_2
AND = {
has_law = revoke_title_law_0
custom_tooltip = {
text = HAS_NO_CROWNLAW_TITLE
hidden_tooltip = { NOT = { crownlaw_title = { always = yes } } }
}
}
AND = {
has_law = revoke_title_law_0
crownlaw_title = {
OR = {
has_law = crown_authority_1
has_law = crown_authority_2
has_law = crown_authority_3
has_law = crown_authority_4
}
}
}
}
}

Edit: sry, it's not showing the hierarchy properly. Don't know what to do about it, but you can check the law in the "demesne_laws".txt file in \common\laws

The problem in my game: as soon as you have a crown title, you are affected by crown laws (at least that's what I found out by switching to various characters, from counts to emperors). The condition

AND = {
has_law = revoke_title_law_0
custom_tooltip = {
text = HAS_NO_CROWNLAW_TITLE
hidden_tooltip = { NOT = { crownlaw_title = { always = yes } } }
}

simply can't be fulfilled then.

I'm not sure if I'm missing something though. Is it intentional or did I find a bug?

Isn't that the point of the other condition in the bracket? The one immediately below that addresses crown authority?
Incidentally, given that "no crown law" and "crown law" are represented in two different brackets here, I'd guess that the problem mentioned here

After playing around with console commands I found out that whilst a sunni muslim duke cannot choose the late feudal administration law, a sunni muslim king can, even though nothing of the sort is displayed on the tooltip. Is this intended behaviour?

comes about since the late feudal administration law requires a realm with above zero crown authority, without taking into account a title that has no crown laws associated with it. I'm not exactly a modder, though, so that may not be correct.
 

mactou

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Hi guys, need your help. After 300 years in the game I have finally managed to turn into feudalism. I have 6 counties in my kingdom and only the capital has earth hillfort. Other 5 have level 5 merchant guild something. So I stuck with those 5 villages and can't convert them into castles. Which punishes me a lot, since my army count is crap. Is this some sort of a bug?
 

Chris_92

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I'm using a laptop with a not-so-big screen. Sometimes I can barely see the map under a couple of pop-ups.
Then you really have to wait for Holy Fury I'm afraid. Check the mod tough. There may be a setting for your resolution anyway....

Isn't that the point of the other condition in the bracket? The one immediately below that addresses crown authority?
Incidentally, given that "no crown law" and "crown law" are represented in two different brackets here, I'd guess that the problem mentioned here
Yeah you're right. I checked again ingame and the conditions are viable for everyone. I really don't know what I interpreted into this code but I was damn sure that it had a flaw. Which it didn't.... I should have gone to bed earlier yesterday, was a long one. So yeah, sorry! pls ignore my previous post.
 

boomerUK

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Well, I made a compatch for ARKOpack Interface, it must be floating around here somewhere. You get more room for traits there - however, it's a total interface overhaul and will probably change more than you want.
Frankly the best idea would just be to wait, given that vanilla is going to overhaul the interface anyway with Holy Fury, and will give more room for traits. Which was long overdue, but yay, finally :)


I don't think 2.8.3.3 was a major patch, just an EU4 converter compatch. So afaik* it should still work - and not crash.

So, the obvious questions: Are you using the beta, or the stable mod version?
Are you using any other mods alongside? (Spoiler: If yes, try turning them off)
Have you tried verifying the vanilla game files via Steam?
Have you tried re-downloading and re-installing the mod, preferably using the installer?



*yet I am not omniscient and sometimes - though rarely - fallible.

I fixed it by disabling all other mods. Thanks.
 

LordPeter

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noob question here, does the HRE always turns into the german empire and religions switch after starting the game?
Nope, not afaik.
I assume you have checked some special game rule, maybe something to do with the Schism? Check that, or just reset all gamerules to default, and the HRE should stay.

How do you change what the king or emperor is called in specific cultures (i.e. empire tier Russians are called 'Tsars' instead of emperor)?
Open up /localisation/00_CK2Plus_title_holders.csv
Inside you should see all the many options that override the default title names.
Thankfully in our mod the localisation files are sorted by category - there's a good chance you wouldn't be able to find all of these lines in vanilla :cool:
 

BaiterGator

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What is the default behavior of the event Mongol Empire in terms of what land, troops and claims they start with? Been playing a game where Temujin was spawned but then proceeded to just sit in Kara Khorum the whole time (didn't/couldn't even siege the county), leaving the Mongolian Empire landless and for some reason unable to declare war on anybody? Thanks!
 

cchiu23

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Nope, not afaik.
I assume you have checked some special game rule, maybe something to do with the Schism? Check that, or just reset all gamerules to default, and the HRE should stay.


Open up /localisation/00_CK2Plus_title_holders.csv
Inside you should see all the many options that override the default title names.
Thankfully in our mod the localisation files are sorted by category - there's a good chance you wouldn't be able to find all of these lines in vanilla :cool:
Thanks! but uhhhh how would one exactly add something for the Han culture?
 

Tatterhood

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Thanks! but uhhhh how would one exactly add something for the Han culture?
You'd use localization key "emperor_han" to change what Han emperors are called. You may want to add a matching one for "emperor_female_han". And possibly also "empire_of_han" if you want to change what "empires" are called.
 

cchiu23

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You'd use localization key "emperor_han" to change what Han emperors are called. You may want to add a matching one for "emperor_female_han". And possibly also "empire_of_han" if you want to change what "empires" are called.
what do all the semicolons stand for? does it matter how many semicolons I use cause they seem to vary in number

example

almulk_emperor_central_african;Grand Mai;;;;;;;;;;;;;x
 

Tatterhood

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what do all the semicolons stand for? does it matter how many semicolons I use cause they seem to vary in number

example
Those are for playing the game in different languages. The first one is English, so if that's all you care about you can leave the rest blank. I could not tell you what order the other languages go in, but it's on the wiki somewhere.
 

schwarherz

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Those are for playing the game in different languages. The first one is English, so if that's all you care about you can leave the rest blank. I could not tell you what order the other languages go in, but it's on the wiki somewhere.
English;French;German;;Spanish
 

jere8184

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Does the realm destruction due to rebellion thing still work?
 

ofteno

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thanks lordpeter, i made it work.

Hi guys, need your help. After 300 years in the game I have finally managed to turn into feudalism. I have 6 counties in my kingdom and only the capital has earth hillfort. Other 5 have level 5 merchant guild something. So I stuck with those 5 villages and can't convert them into castles. Which punishes me a lot, since my army count is crap. Is this some sort of a bug?

I have the same problem, its there somekind of building tree?
i got into a problem with some traitor counts, but i cant revoke their title because to upgrade to late feudal i cant have tribal holdings and 4 counties just have a village there
 

Atymis

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Hello everyone,
I'm a fervent fan of this mod and have tried to play my first game end-to-end. I though I'd try a Roman Restoration run with Roman religion. I started as a misguided, Calcedonian Count in the Byzantine empire. After hours of expanding and re-teaching the world the truth of Jupiter, I've ended up with the Macedonian Empire with Roman religion. Thing is, I found out too late that the decision requires one of a few other empires in order restore the Roman empire. Below, the code for the decision. I manually added the k_Italy title in there to support my current game as the other Empires are something I'm no interested in pursuing. I hold the Kindom of Italy title. The decision still doesn't show though. The way I understand it, I have to:
1. Not be a vassal
2. Be playable (not sure what it is, but I'm assuming this = True)
3. Have Legacy of Rome DLC
4. Have one of the titles listed (Byz/Latin/Italy/HRE/Caroligian empire or the Italy kingdom that I added)
5. Be Independent
6. Do not have a regent
7. Rome should never have been restored before/exist
8. Be either Christian or Hellenic Pagan

I clear all of these 8 conditions so I should be able to see it but I do not. I'm playing Ironman, is that preventing me from using my added k_Italy trick to make the decision visible for me?

Thank you in advance for your assistance! I've buried a lot of hours in this campaign so I hope to see it through!

restore_roman_empire = {
is_high_prio = yes

only_independent = yes
potential = {
is_playable = yes
has_dlc = "Legacy of Rome"
OR = {
has_landed_title = e_byzantium
has_landed_title = e_latin_empire
has_landed_title = e_italy
has_landed_title = e_hre
has_landed_title = e_karling
has_landed_title = k_italy
}
independent = yes
has_regent = no
NOT = { has_global_flag = rome_restored }
OR = {
religion_group = christian
religion_group = hellenic_pagan_group
}
}
 
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