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just_a_beaver

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I'd hate to be a burden again, @richvh but I was wondering if there was an efficient or fast way of making the liege and vassals, etc. of any realm have the same religion, it's kinda like what I asked about the byz.trait1.

Speaking of which, where in the events folder would I add the event you explained to me a few days back? The trait_effects_events file? The trait_notification file?
 

Carmichael

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Hello,

I would like to know if there was a way to influence the choice of Councillor Actions for the AI.

In my case, I would like to make in sort that a Tribal AI Ruler would always prefer to send his steward Settle Tribe provinces not of his culture instead of Build Legend, just like it always choose to Proselytize provinces that are not of his religion.

Does anyone know which file I should modify?
 
Last edited:

richvh

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I'd hate to be a burden again, @richvh but I was wondering if there was an efficient or fast way of making the liege and vassals, etc. of any realm have the same religion, it's kinda like what I asked about the byz.trait1.

Speaking of which, where in the events folder would I add the event you explained to me a few days back? The trait_effects_events file? The trait_notification file?
any_realm_character = { religion = xxx } if already scoped to the liege.
As for where to put personal events, best to put them in a new file in the events folder.
 
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Korbah

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Hello,

I would like to know if there was a way to influence the choice of Councillor Actions for the AI.

In my case, I would like to make in sort that a Tribal AI Ruler would always prefer to send his steward Settle Tribe provinces not of his culture instead of Build Legend, just like it always choose to Proselytize provinces that are not of his religion.

Does anyone know which file I should modify?

Unfortunately there is no way, which is a shame as it limits customisation of Councillor job roles.
 

Korbah

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Oh :(

Since I saw a lot of councillor jobs in the AGOT mod I thought they would know, I guess it is only available for player use?

Too bad :/

Yes. In Elder Kings I allow the AI to "cheat" by giving them access to the job's related events simply by having a person in the job role rather than deployed on the specific action. It's also why we reduced our own Councillors down to the original 5 due to the AI being incapable of using the new councillors or their jobs (and when you move job actions around to other roles for whatever reason, the AI breaks down becoming effectively inert).
 

Carmichael

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Yes. In Elder Kings I allow the AI to "cheat" by giving them access to the job's related events simply by having a person in the job role rather than deployed on the specific action.

Hummm, I think that is a good idea. I'll just have to make in sort that the event fires only if the Ruler has a least one different culture province (maybe also add a trait requirement?) and scope a random province from those within the effect....

Another idea I had was to create province modifiers to reflect a percentage, reflecting the cultures within the provinces, if one of those modifier was higher than 50 that would trigger a culture change. But that is much more heavy to settup^^
 

Rorgloin

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In my mod I have replaced the German culture with smaller, more local cultures. I am trying to design an event which should convert any german character to the culture of the province he/she is in when a new game is started to eradicate the german culture (which doesn't have any provinces at the start of the game). However, the events are not working. Here is one of them:

Code:
#Convert Germans to Alemanni
    character_event = {
    id = moduscarolimagni.2500
    hide_window = yes
    trigger = {
        culture = german
        location = {
        culture = alemanni
        }
    }
   
    mean_time_to_happen = {
        days = 1
    }
   
    immediate = {
        culture = alemanni
    }
   
}

Does anyone have any idea why this event wouldn't be firing/working? Any help would be GREATLY appreciated.
 

Vortiman

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I'd like to edit the map such that it's possible to configure modern (by modern I mean late 19th century to 20th century) borders on it. I know the basics of province shape editing and I'm familiar with the Clausewitz scripting language, but I've no idea how to make the map actually align with borders like that. What's my best course of action?
 

richvh

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[Root.Regent.GetBestName]. Correct capitalization is important for bracket commands.
 

olupien

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Any link to a guide or anyone understand how to create a new nomad? basically I saw the historical_nomad = yes in a few duchy history titles files but can't seem to figure out why the provinces are still tribal holdings. (In the provincial history files)

I basically expected to see b_random = nomad or steppe but instead they mostly seem to be tribal or completely empty....so do you just have all holdings as being "unbuilt" in the province history file and then tie that in as having a duchy with "historical_nomad = yes" as the county titles liege?
 

SBolshevik

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In my mod I have replaced the German culture with smaller, more local cultures. I am trying to design an event which should convert any german character to the culture of the province he/she is in when a new game is started to eradicate the german culture (which doesn't have any provinces at the start of the game). However, the events are not working. Here is one of them:

Code:
#Convert Germans to Alemanni
    character_event = {
    id = moduscarolimagni.2500
    hide_window = yes
    trigger = {
        culture = german
        location = {
        culture = alemanni
        }
    }
  
    mean_time_to_happen = {
        days = 1
    }
  
    immediate = {
        culture = alemanni
    }
  
}

Does anyone have any idea why this event wouldn't be firing/working? Any help would be GREATLY appreciated.
Do you have "namespace = moduscarolimagni" written at the very beginning of the event file?
 

richvh

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Would "only_rulers" in an event be "only_rulers = yes" or just "only_rulers"?

Also, if I wanted to have an event trigger for over 16s only would it be "min_age = 16" ?
"only_rulers = yes"
As a pretrigger, it's "min_age = 16"; inside a trigger or limit it's "age = 16" (or "is_adult = yes", if you haven't changed age of marriage in defines.)
 

imperium3

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Is there any hardcoded limit to how many troops an army/ruler can have? Presumably you would run into an overflow at some point - I'm just wondering if you could, for example, have a mod with battles on the scale of millions rather than thousands.
 

richvh

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The numbers Paradox uses are, in most cases, 64 bit fixed point with 3 places right of the decimal point, so you could theoretically have troop counts in the billions.