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jordarkelf

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I just had the Exilarch and Karaite Exilarch disappear at the same time.
I checked the save file, and it seems both had ended up with the same person, a Karaite without the House of David trait, and the laws had somehow been set to open elective. So just after he was elected, both titles disappeared. There is still a Son of David around, the son of the former Double Exilarch, but he apparently lost the election. He is from the Jewish line, but that line turned Karaite when they inherited that title from the other line.

Nothing in the decision\succession_laws.txt protects the Exilarchates from changing laws, so likely that's what happened. It would seem a good idea to make agnatic primogeniture the only available law for the Exilarchates, right?

As for them both ending up with the same person, there's no provision against that either, and because event VIET_Jewish.txt exilarch.4 simply sets both d_exilarch to Jewish and d_exilarch_karaite to Karaite, what will happen is that this double Exilarch will always be Karaite since it is set last.

Suggestion: if both Exilarchates end up with the same person, spawn a son (or brother?) of the Jewish Exilarch with the proper trait, and give him the Karaite religion and title, to prevent this from happening again. This character will not be playable in 99,99% of cases anyway so it is not that immersion breaking IMHO.

--

By the way... what in-game purpose do these guys serve? They're not religious heads or anything.
I can't find a comprehensive VIET changelog either, if it's explained there.
 
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AnaxXiphos

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By the way... what in-game purpose do these guys serve? They're not religious heads or anything.
I can't find a comprehensive VIET changelog either, if it's explained there.

The Exilarchy was originally part of Frostschaden's Judaism mod, and they were present mostly for flavor. But if I remember correctly VIET changed them up and added a mechanic which allows the Exilarch to challenge someone who restores Israel.
 

OrdepNM

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Yup, as AnaxXiphos said, they'll just sit around doing nothing in most games, but if Israel is restored he relocates there and gets free weak claims on the kingdom as he's technically the true heir of David.
 

jordarkelf

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Thanks, that agrees with what I gathered from the files. Seems more should be done with them though. According to Wikipedia they could excommunicate Jews, so they would seem to be the religious head -- in which case my vote would be to MAKE the Karaite Exilarch the Karaite Head of Religion. We can keep the 'mainstream' Jewish one as-is, because it does not seem that Jews outside of the Arabic/later Seljuk realms respected the authority.

Maybe something with the academy?

//Edit: Frostschaden's mod does have d_karaite as the head of religion for Karaites. The mod appears to be in a somewhat unfinished state at the moment so I'm not sure what their plans with the 'other' Exilarch are: the history file for them is included, but the title is undefined otherwise.
Suggestion:
-Remove d_exilarch, use d_jewish (the Kohen Gadol title) instead (rather not actually... don't want Jew holy wars without a temple! Maybe make it so that if a Kohen Gadol is created, it absorbs the exilarch, using insert_title_history?)
-make d_karaite_exilarch head of religion for Karaite, making sure Karaites can call holy war etc...
-do not make them faux mercenary companies. Them being mercenary companies now in VIET is likely what causes the laws to change.
-prevent both lines from inheriting each other, or at least fix that immediately if it happens by passing the second title on (above suggestions).

---

Entirely unrelated:

I had an idea on helping the AI with blots. Currently they will stupidly hold a blot every 9 years, whenever the timer runs out. What about this:
Code:
	hold_blot = {
		is_high_prio = yes
		potential = {
			has_dlc = "The Old Gods"
			is_ruler = yes
			age = 16
			prisoner = no
			OR = {
				religion = norse_pagan
				religion = norse_pagan_reformed
			}
			NOT = { has_character_modifier = held_blot_timer }
			NOT = {	has_character_flag = holding_blot }
		}
		allow = {
			war = no
			any_demesne_title = {
				is_occupied = no
			}
			OR = {
				NOT = { month = 2 }
				month = 10
			}
			scaled_wealth = 0.20
			prisoner = no
			[COLOR="#FF8C00"]OR = {
				ai = no
				num_of_prisoners = 1
			}[/COLOR]
		}
		effect = {
			scaled_wealth = -0.20
			set_character_flag = holding_blot
			custom_tooltip = {
				text = prepare_blot
				hidden_tooltip = { 
					character_event = { id = TOG.600 } 
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				NOT = {
					scaled_wealth = 3.0
				}
			}
			modifier = {
				factor = 0
				NOT = {
					martial = 8
				}
			}
			modifier = {
				factor = 0
				NOT = { month = 9 }

			}
		}
	}
I purposefully lost a siege against a Norse AI, and got a nice report a few months later when October rolled around that my wife had been ritually executed, something I've never seen against the Norse before.
 
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OrdepNM

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Thanks, that agrees with what I gathered from the files. Seems more should be done with them though. According to Wikipedia they could excommunicate Jews, so they would seem to be the religious head -- in which case my vote would be to MAKE the Karaite Exilarch the Karaite Head of Religion. We can keep the 'mainstream' Jewish one as-is, because it does not seem that Jews outside of the Arabic/later Seljuk realms respected the authority.

Maybe something with the academy?

To avoid getting into an historical/game mechanics argument thats gonna distract me from figuring out how the altaic gnostics get scaled in terms of EUIV tech (no, serious) I'm gonna simply vote "no" on this one and delay explanations till later, if needed :p
 

OrdepNM

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VIET->EUIV Converter 1.1.2

Click here to download

Now with 56 new religions in the converter! Kudos to whoever can name them all!

Ok, let's get the mandatory apologies out of the way. Yeah, between travelling, work, illness, a stupid bug that kept the jewish faith from showing up and Hanukkah season, this took a while to come out, and for that I do apologise, but hey, it's here so let's talk about what's new! :) In a way, this is more of part two of the massive 1.1 update, and tough it probably has less content than the previous one, it sure didn't feel like less work. From the start you'll get all the new religions cybr added to VIET in 1.5.0, from the Arkagun to the Denawar, everyone's in and with their own unique bonuses and maluses for you to experiment. But not only that, the several pagan reformed religions have all been re-done and given proper fleshing, to make it unique and interesting to play as (plus they're all abit stronger, except the norse who are probably weaker, since they actually have maluses now). Of course, do remember that unless it's stated otherwise, all religions new and old should be considered WIP as many will almost certainly require changes and fine tuning. Also, due to the sheer number of them, many are untested so feedback is always welcomed.

Besides that, we have the other half of update 1.1, the new tech allocation system. Besides a few code improvements and tweaks to some requirements (ethiopians can now get eastern tech if they have cairo + a Med. coastal province), the biggest news in town is the new system specific to the eastern part of the CK2 map: The Middle East, Persia and Central Europe. Now if you play a chrisitian nation it will be imperative that you mantain a connection to the mediterranean sea when you convert, otherwise you will most likely be cut off from Europe and will lose your qualitative edge against the muslim world. The altaics also get a new system unique for them that will see the khaganate range from nomad to ottoman tech depending on their situation. I havent been able to run many trials will the new tech allocation system, but so far I've been very pleased to see a more uniform and senseful asia, so I'm hopeful to see it going well. Btw, I haven't forgotten I have to write a guide to explain exactly how this whole thing works, with this version out I'll definitely get working on it and post it on the VIET Wikia ASAP.

Going foward, I'll go back to my original plan before SoA and VIET 1.5 drew me off course, and work on the title conversion table. I also hope to create a few more instances for the tech allocations (I'm thinking about something where the gnostics or buddhists can get a boost from contact with europeans) and fix whatever needs fixing. Hopefully within 2-3 versions of the converter, we'll have the much desired conversion-complete version of the VIET->EUIV converter, so I can finally start actually fleshing out the game.

Anyway, do enjoy your converted games and thanks alot for your patience :)
 

Nyrael

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Yes, new new version of the best CK2 Converter is out B-(
Still hope one day VIET will expand into EU4!

BTW, Beta Patch v2.0.2 is out. Whats VIET's compatibility with that one?
 

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2.02 is not compatible, you'll miss out on the Jewish culture buildings, the Anti-King wars, etc..
It won't take long to adapt but I think cybr is still sick, so for now stick with 2.0.1

If he's still ill by Wednesday I can upload my own "compatibility patch." Took me not too long to make VIET compatible.
Actually, probably not. There are many changes, such as history file changes to give the Norse access to ships, so a compatch will be essentially a full VIET release and that is something I won't do.

@cybr: if you're not dead and want to be lazy efficient, drop me a PM and I'll upload my stuff somewhere for you.

//Edit2: My compatibility patch is complete. Many changes, but manageable, I just had to change ~60 files and do some new localization.
 
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Tack7800

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Actually, probably not. There are many changes, such as history file changes to give the Norse access to ships, so a compatch will be essentially a full VIET release and that is something I won't do.

I had a look at the changelog. Yeah there are a ton of changes. Guess I can't hope for a VIET 1.6 to be compatible with VIET 1.5.1 then. Ah well, looks like a lot of changes so good to see all that. I'll be sticking to my current VIET game. Really can't imagine playing without it now :D
 
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Very quick question, is the mod/vanilla WAD when I don't have any jewish courtiers turn up randomly in my court as an Orthodox ruler? Either that or I have been very unlucky for about 250 years........:confused:
You should be able to get them, unless you expelled Jews (or, if not independent, your liege did).
In this mod only pagans are excluded from getting random Jews.
 

jordarkelf

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Ok I definitely did not expel them, I am now the Emperor of Byz, if the emperor before me (not my dynasty) expelled them does that effect it?
Nope. Only your own actions matter, not those of your predecessors or heirs.

You probably just are unlucky. It can take a long, long, long time before these events fire, on average 1000 months (~83 years).
 

OrdepNM

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@cybr: if you're not dead .

Btw, if I end up inheriting this mod from our glorious emperor, I'm gonna need all your addresses. There is a chance you may receive an unexpected visit which will escort you into a dungeon but don't worry, it'll be just until the short reign modifiers wears off, after that you'll be good to go :D
 

OrdepNM

Main conspirator since 3761BC
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Is there a possiblity that this mod might be made compatible with PB + SWMH anytime soon?

From the FAQ:

I'm planning to make a fully PB+SWMH compatible version in the future, which I hope to release by around December - whether I will be able to meet that "deadline" will have to be seen. Do note that there will only be a PB+SWMH compatible version and not a SWMH compatible version. It is demanding enough maintaining essentially two versions of VIET as of now (for vanilla and PB), and a third will require even more work to maintain and test, so a fourth would be too much. I have chosen to do a PB+SWMH instead of SWMH compatible version since it appears the majority of PB players play with PB+SWMH, and Meneth seems dedicated to ensuring PB works well with SWMH, so I thought it would be appropriate.
 

superskierpat

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Btw, if I end up inheriting this mod from our glorious emperor, I'm gonna need all your addresses. There is a chance you may receive an unexpected visit which will escort you into a dungeon but don't worry, it'll be just until the short reign modifiers wears off, after that you'll be good to go :D
I'm forming a faction to press Sleight of Hands claim to the throne, who's with me?
 
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