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HNT

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Playing Ireland HT3; 4.1b, it's about 1474. At some point I noticed this cultural decision giving (for a period of 30 years) -5% tech cost and +2% cultural tradition. I was eager to enact it and started to hire philosophers to get my prestige to 30. However, when I finally had 30 prestige after many years, this decision had disapeared from my culture tab for some reason. :confused: I've tried to find it in the files, but to no avail. Can anyone enlighten me? Thx.:)
byzref.jpg
 

Vagn

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Here's the code relating to the decision. It says that BYZ must not exist, and the year must be before 1500, so I suspect that one of these has occured, meaning you won't be able to enact the decision.

Code:
	court_byzantine_refugees = {
		potential = {
			OR = {
				technology_group = western
				technology_group = eastern
			}
			religion_group = christian
			NOT = {
				exists = BYZ
				year = 1500
				has_country_flag = received_byzantines
			}
			151 = {
				culture = turkish
				religion = sunni
			}
		}
		allow = {
			diplomats = 5
			officials = 3
			prestige = 0.3
			DIP = 7
		}
 

HNT

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Here's the code relating to the decision. It says that BYZ must not exist, and the year must be before 1500, so I suspect that one of these has occured, meaning you won't be able to enact the decision.

Thx! :D

BTW: where can details like these be found?
 

Vagn

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For the Cultural decisions there is a file in the decisions folder called CulturalDecisions.txt which contains all of the Cultural Decisions.
 

I am.

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if you enact it before 1500, will the effects remain after 1500 or will they dissapear?
 

Dafool

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if you enact it before 1500, will the effects remain after 1500 or will they dissapear?

It should stay for the whole 30 years, regardless of when you enact it. So doing it in 1490 will let it go until 1520, regardless of the fact that you can't use the decision after then.
 

Trin Tragula

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The idea is probably that the refugees won't sit around forever and wait to be welcomed ;) Still some sort of timer would've been nice (if much more complicated to code)...
 

richie

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Once again one of the things I really don't like - hidden (in game) triggers for all events :( It would be really nice if you could somehow check all potential conditions in game too.
 

naggy

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Once again one of the things I really don't like - hidden (in game) triggers for all events :( It would be really nice if you could somehow check all potential conditions in game too.

Then the decision screens would be a morass of possible decisions of things you can't do.
 

Brasidas

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Then the decision screens would be a morass of possible decisions of things you can't do.

I'm not sure if this is what he's talking about, but personally I'd like to have the "potential" conditions on the available events listed. This would be the "1500" trigger for the Byzantine Refugees decision.

Another example:
England has the navigation act decision grayed-out because it's waiting to nudge the mercantilism slider one more position. It peaces out Scotland, and whoops, it went under 40% overseas provinces.

Some of the "potential" conditions are logical, but aren't obvious. Showing them in the tooltip would help confused players.

navigation_act = {
potential = {
not = { has_country_modifier = the_navigation_act }
overseas_provinces_percentage = 0.4
not = { mercantilism_freetrade = 0 }
}
allow = {
idea = national_trade_policy
advisor = collector
}
effect = {
add_country_modifier = {
name = "the_navigation_act"
duration = -1
}
}
ai_will_do = {
factor = 1
}
}
 

naggy

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Some of the "potential" conditions are logical, but aren't obvious. Showing them in the tooltip would help confused players.

True. I'd like to see the potential include "close but not quite". So, at 20% overseas, you see it, then move the 40% to the allow section.