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Polak

Léonard devint ch'ti
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Sep 24, 2001
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I have a question about the elector.

Now, we can choose if a country is an elector or not, in the countries.txt
So, if i understand well, each time i used this country, it is automatically an elector ? right ?

For exemple, if Hannover is designated as an elector, each time HAN appears by revolt, it will be elector.

But if HAN appears by changing the tag of a country (in my game, Kalemberg (KAL) become Hannover (HAN)), do i obtain the elecorat ? i've made some tests with events and it seems that the answer is negative..
But perhaps i've made a mistake somewhere else ...
 
I have a question about the elector.

Now, we can choose if a country is an elector or not, in the countries.txt
So, if i understand well, each time i used this country, it is automatically an elector ? right ?

For exemple, if Hannover is designated as an elector, each time HAN appears by revolt, it will be elector.

But if HAN appears by changing the tag of a country (in my game, Kalemberg (KAL) become Hannover (HAN)), do i obtain the elecorat ? i've made some tests with events and it seems that the answer is negative..
But perhaps i've made a mistake somewhere else ...

There is no Kalenberg in the vanilla FtG game and KAL is used for the Caliphate there.
 
It's not really a problem,

but i confirm : if you switch the countryTAG of a country by another, and this last one is notified as an elector in the countries.txt, you don't became en elector. You have to create an event to have this.

Is it normal ? or it's a bug ingame ?
 
It's not really a problem,

but i confirm : if you switch the countryTAG of a country by another, and this last one is notified as an elector in the countries.txt, you don't became en elector. You have to create an event to have this.

Is it normal ? or it's a bug ingame ?

I would say it´s normal.
There are commands to grant or withdraw the electoral vote or even give more than 1 vote to a state.
http://forum.paradoxplaza.com/forum/showthread.php?459110-Commands-and-triggers-list
So simply changing the tag of the state should not mean that the state you played automatically becomes an elector because of the new tag.
e.g. if a country manages to become the Palatinate (after PFA lost it´s vote to BAY) then that state shouldnt automatically become an elector by changing the tag to PFA only because PFA starts the game as an elector.

´What mod are you playing in which Kalenberg exists?
 
I would say it´s normal.
There are commands to grant or withdraw the electoral vote or even give more than 1 vote to a state.
http://forum.paradoxplaza.com/forum/showthread.php?459110-Commands-and-triggers-list
So simply changing the tag of the state should not mean that the state you played automatically becomes an elector because of the new tag.
e.g. if a country manages to become the Palatinate (after PFA lost it´s vote to BAY) then that state shouldnt automatically become an elector by changing the tag to PFA only because PFA starts the game as an elector.

´What mod are you playing in which Kalenberg exists?

OK, i've just to care about that when i will script new event with changing tag country :)
 
No, CAL is the Caliphate. KAL is the Kalmar Union.

In the vanilla FtG game.

Code:
#The Caliphate#

country = { 
    tag = KAL 
    colonialattempts = 0 
    colonialnation = no 
    major = no 
    colonists = 0 
    cancelledloans = 0 
    extendedloans = 0 
    treasury = 100 
    inflation = 0 
    merchants = 0.083333 
    religion = { type = sunni }
    culture = { type = arabic }
    diplomacy = { 
    } 
    knownprovinces = { 
                      357 358 359 360 441 470 471 472 473 474 475 476 477 478 479 480 
                      481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 
                      497 498 499 500 501 502 503 504 505 506 507 508 509 525 526 527 
                      528 529 530 531 532 533 534 535 536 537 538 539 540 541 547 568 
                      741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 
                      757 759 760 820 997 1002 1003 1004 1005 1006 1007 1008 1009 1010 
                      1011 1012 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 
                      1070 1071 1134 1135 1136 1331 1359 1363 1525 1526 1529 1530 1592 
                      1609 1610 1611 1613 
                      }
    ownedprovinces = { 
        489 508 } 
    controlledprovinces = { 
        489 508 } 
    nationalprovinces = { 
        489 508 } 
    city = {         
    	fortress = { level = 1 }  
        population = 60000
        location = 489 
        capital = yes 
    } 
    city = {
    	fortress = { level = 1 }  
        population = 12000
        location = 508 
        } 
    technology = {
		stability = { level = 0 value = 42 }
        infra = { level = 0 value = 50 }
	  	trade = { level = 0 value = 50 }
        land = { level = 0 value = 0 } 
        naval = { level = 0 value = 0 } 
    } 
}