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I played the duke of Munster in Ireland, from 1066. One of my neighbours, I don't know which, had both icons on the temple holding some years after the start. Yes, I started a fresh game with yesterday's version.
 
I played the duke of Munster in Ireland, from 1066. One of my neighbours, I don't know which, had both icons on the temple holding some years after the start. Yes, I started a fresh game with yesterday's version.
ok thank you for reporting and the feedback.
it seems that it could be caused by the engine triggering the same event more than once on the same holding at the same time. The faster is you CPU, the more it can happen.
We have put some code in the events to track such issue. From my testing cases there were very very few occurences of this (3 out of ~2650 holdings were concerned). In my testings, it seems that the fired twice at the same gave the same option results, so no double specilization for those.
Currently it have almost zero impact since there is -for now- no further buildings depending on those base spec. buildings.
We'll search however a way to this issue on our end.
 
I see. I think I have a solution for it. You give a title flag in the immediate section when you fire the event, but you do not check for it in the trigger. If you put the condition that the holding does not have the title flag, the event can not be called again. It's because the immediate is evaluated before the second call, while the effect is evaluated parralel, so the second call has a chance to interrupt.
 
I see. I think I have a solution for it. You give a title flag in the immediate section when you fire the event, but you do not check for it in the trigger. If you put the condition that the holding does not have the title flag, the event can not be called again. It's because the immediate is evaluated before the second call, while the effect is evaluated parralel, so the second call has a chance to interrupt.
It is one of the solution because it is faster than our current building check.
We are thinking about introduce some triggers or "if" condition in the options, but we can try the 2 solutions.

Edit: The flag checking didn't fix the issue but we kept it because we thing it is a trigger optimization.
The problem was fixed by checking the buildings in the options before to give them.
I think it is what suggested Meneth in this post.
 
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Ok so we re-uploaded the mod containing the hotfixed event and correcting another visual bug. Version number is unchanged. You can overide your previous install.

Hotfix changelog :
-fixed a bug where a temple holding can receive two specializations
-fixed an interface on main screen if you don't use Arkopack Interface mod alongside with L3T
 
When a tribe upgrades to a castle, you cannot choose citadel as a specialisation. the event would fire endlessly until you choose feudal manor
 

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I found the reason:
FEODAL_mil = { #défense et attaque, vocation militaire
desc = "FEODAL_mil_desc"
prerequisites = {xxx}
trigger = { TECH_TRADE_PRACTICES = 0 }
not_if_x_exists = { FEODAL_adm FEODAL_prod } # REPAIREVOLEUR }
potential = { NOT = { religion_group = pagan_group } }
gold_cost = 0.0
build_time = 8
tax_income = -3
fort_level = 1.0
archers = 25
light_infantry = 20
heavy_infantry = 40
light_cavalry = 10
knights = 5
archers_defensive = 0.02
archers_offensive = 0.02
levy_size = 0.1
ai_creation_factor = 5
add_number_to_name = no extra_tech_building_start = 10.0
}
Here the potential = { NOT = { religion_group = pagan_group } } is strange. It causes the event fire again and again, maybe you should delete this
 
In fact it is the trigger of the option "L3T.0003A" in the event L3T.0003 which forbid the Citadel in the province where the religion is pagan.

Värend is not your capital, isn't it?
So the events should normally propose you only feudal manor.

Have you moved your capital when you have the specialization event?
 
I just see no reason why this should be connected to religions. It should be a matter of government form, isn't it?
Well, it is in fact a leftover from earlier designs from before tribes and governments, but you are right on this. Other buildings will be religion specific, when it make sense too.
 
And I think you might consider adding some flavour to tribal and republican government. The capital city of a merchant republic should be more than just a trading city. It might need more administrative buildings. And more buildings and events about a tribe ruler or even change the way a tribe could be upgraded into a city/castle, such as a prosperity or economic requirement. I think this might make the mod more in-depth regarding the economics of CKII (the vanilla economic system just seems too shallow and simple, your mod is a great complement of it) :)
 
And I think you might consider adding some flavour to tribal and republican government. The capital city of a merchant republic should be more than just a trading city. It might need more administrative buildings. And more buildings and events about a tribe ruler or even change the way a tribe could be upgraded into a city/castle, such as a prosperity or economic requirement. I think this might make the mod more in-depth regarding the economics of CKII (the vanilla economic system just seems too shallow and simple, your mod is a great complement of it) :)
The mod still misses a lot of stuff, that's why it is still in Beta phase.
We have already some very nice plans for republics already but we can collect some ideas in regards to tribal.
 
Perhaps, for Republics, you could add a trading city government similar to EUIV to allow for "vassal" republics. In addition a republic will grant the surrounding lands access to exotic resources that otherwise would not be found.
 
Perhaps, for Republics, you could add a trading city government similar to EUIV to allow for "vassal" republics.
Could you tell me a bit more about this feature, i played very few to EU4.

We have some ideas about somehow abstracted subtypes for cities to represent their diversity. f.e. a city could be controlled by merchants, bankers, crafting guilds, nobility, directly by feudal liege, maybe smugglers or pirates. But it is still avery earlier idea that need to grow up to attached some features or immersion to it. It will come further in the development though.

In addition a republic will grant the surrounding lands access to exotic resources that otherwise would not be found.
We are reworking the exotic/luxury goods for the future, we'll tell you more later on ;)
 
From the EUIV Wiki:

Merchant Republics that have a Trade League are able to create a new one-province-minor out of one of their provinces. This new nation will become independent, but part of their Trade League, and will never leave that Trade League on its own. A Trading City is created from the province view like Client States are. The player can decide upon its name, shield and color, similar to creating a custom nation.

An AI trading city will not expand. There can only be one Trading City in each Trade Node for a Trade League.
A trading city that gains an additional province will immediately become a Merchant Republic. The ideas of trading cities are chosen randomly at creation. The first trade city created in the world has the tag T00, the second T01, and so forth.
 
Would this mod have some rank-tier building to make duke more powerful than count and king better for new release ?
 
Would this mod have some rank-tier building to make duke more powerful than count and king better for new release ?
Some buildings will be capped on holder tier yes.