Sure you can: The Mongols.not sure you can with a landless titular title.
Sure you can: The Mongols.not sure you can with a landless titular title.
Max is 10 million pixels IIRC.There are currently no known restrictions on map sizes. Bigger sizes than vanilla may run slow. Does not have to be square either.
In order:That's the best I could find when I tried to learn map modding. So many things can go wrong, that I just gave up. I'm fairly sure that the 10 values for a coastal province, the coordinates are x,y,x,y,x,y,x,y,x,y. I don't know what each represents, but you could test it out. If you figure it out, maybe you you could rewrite a CKII version of the article :laugh:. I don't think many people are very knowledgable about map modding. Good luck with whatever you do.
As time passes realms get stranger and stranger due to wars and inheritance. In vanilla is is rather ahistorical after only 50 or 100 years, let alone the full timespan of the game. Another 100 years would make realms even less historical.Will expanding timeline have strange effect on game? Like on vic2 if you expand timeline to 100 years it will mess economy.
The simplest would be to make a set of decisions, something like this:Is there a way to write an event that occurs on a selected day in the future, and could pop up a window / pause the game? I'd like to be able to remind myself to do things on certain future dates without having to jot them down / kill trees. Thanks for your help.
decisions = {
#Notifies character after one month
1_month_notification = {
potential = {
ai = no
}
effect = {
character_event = { id = notifications.0 days = 30 }
}
}
}
And could easily be extended for a variety of time periodsMeneth's decision would let you get a new event in 30 days.
A heresy is made so by assigning it a parent religion: "parent = sunni"Question concerning Religions and Heresies: Is it possible to convert a religion (Shia) into a heresy of another religion (Sunni)? Or to turn a heresy (Cartha) into its own religion? If yes how does one go about doing this?
Why would you want to? They barely take any space, and they don't affect the game, except it might change your checksum, thus making multiplayer impossible.There are a lot of text files in CK2 folder with #Obsolete in them. Is it safe to delete them?
Not possible I'm afraid.I know I can do that, but what I want is that the Cruel trait gives a penalty in opinion, and still, a decreased revolt risk.
A Cruel ruler should be hated, but feared.
I don't think ai_ambition reduces the chance of rebellion.Create a new trait, "liege is cruel".
Make it give "ai_ambition = -40" or something like that.
Make an event to detect the situation and apply the trait, and another to remove it when no longer applicable.
You have a bracket too many.I want an event to activate a title, then make that title a vassal of another specific title. I'm trying:
Code:option = { name = "EVENTOPT314159A" trigger = { has_landed_title = k_specific } activate_title = { title = d_new status = yes } d_new = { create_character = { random_traits = yes } new_character { usurp_title = PREV set_defacto_liege = ROOT } } } }
but it doesn't seem to be working. What am I doing wrong, and is there a better way to do it? I've added d_new as a holy order in landedtitles.txt and flagged it as inactive in the history files.
Have you set their liege in their titles' history files?I am having an issue, the scenario begins as follows:
There should be 3 count-ranked vassals, whose liege is a duke-ranked vassal of a king. There are supposed to be 10 of these dukes who have 3 counts each. The Duke and King titles are elective
This exists for the duration of the first in-game day. On the second day, all of the count-ranked vassals become vassals of the king, and lose their ability to vote for the duke title that they are supposed to be able to vote for. I have no idea why this happens. The Count ranked vassals' de jure lieges are the dukes, and their de jure lieges are the king.
As you could imagine, this is VERY troublesome and VERY annoying, has anyone come across this issue before? How did you fix it?
min and max age cannot be used in triggers. Use age = 16 and NOT = { age = 40 } instead.What is the best way to trigger an event for the character's adult sons and/or adult daughters?
Would this fail to trigger or would it just trigger offspring under 16?
trigger =
{liege
any_child = {
or something more like
FROM = {
liege = {
any_child = {
min_age = 16
max_age = 40
Depends on what exactly you want to achieve. But most modifiers and such work in demesne laws, and you can make new groups.Is it possible to mod in new demesne laws like the Iqta set that was brought in for SOI?
You simply add the group line to each "slider" or similar, and they'll show up on the same line on the law screen. The only other place a group has to be defined is in localisation so it'll have a proper name in-game.I want to make a non-feudal empire, for fun. By that I mean I want to set up an empire where the emperor is working under normal succession while all of the vassals are using republican succession. To achieve this, I was thinking of giving all of my excess duchies and counties to mayors/doges coupled with a new set of tax and levy laws which would balance out an all city-vassal realm.
How does the "group" line work in demesne_laws.txt? Does the group have to also be defined anywhere else or just in that file?
1. Yeah, just stick it in the trigger (just scope to owner), or in potential if you want it to be destroyed if the requirements are no longer meant.2questions on buildings:
-can I make a building allowed to build only if a specific title is held by the owner/controler of a province ?
-can I forbid the possibilty to build a specific holding if another one is already built ? (to make separate construction trees)
Start only decides what holdings will have the buildings on campaign start.thanks.
Code:start ={ AND = { FROM = { top_liege = { primary_title = { title = e_byzantium } } } year = 1066 }
can I use this code as a base for 1. ? what do I need to change to make it tied to the holder's title (and not liege's one) ?
is year required ?
Though it should be noted that has_landed_title only ever works after the title in question has been defined. So if the empire contains those kingdoms, you'll have to put the allow section at the bottom, before the empire's final }Code:allow = { ... # other stuff has_landed_title = k_sicily has_landed_title = k_italy has_landed_title = k_africa }
There's this thread.It seems to be a thread where community ask modders.
I'd like a thread where modders ask paradoxIf you feel like creating this
For decisions, you'll have to mod the weights to make the AI use them properly. If it has a weigh that isn't 0, and the AI is eligible to take the decision, it will always take the decision.When altering costs related to some decisions (increase, say, piety cost for imprisonning, or, even, alter prestige/piety/MA effects of the several outcomes of a war), will AI be automaticaly aware of it? Will it also takes in account new effects (just as a prestige cost for imprisonning)? Or does it needs some more modding so that it weights accordingly the changes? I have noticed a weight for AI likelihood to accept a victory or a deafeat, though I don't understand much how these works (only the -1 is obvious to me).