Where can I change the piety price for hiring holy orders?
Is it possible to add a culture unique building to a province so that's there when the game starts?
1066.1.1 = {
b_barony = unique_building
}
on_fail = {
ROOT = {
prestige = -100
}
}
on_fail = {
if = {
limit = {
FROM = {
independent = no
}
}
FROM = {
liege = {
ROOT = {
set_defacto_liege = PREV
}
}
}
}
if = {
limit = {
FROM = {
independent = yes
}
}
ROOT = {
set_defacto_liege = ROOT
}
}
ROOT = {
prestige = 200
primary_title = {
add_pressed_claim = FROM
}
}
FROM = {
any_demesne_title = { # All titles
limit = {
OR = {
tier = king
tier = emperor
}
is_titular = no
NOT = { has_law = centralization_0 }
}
if = {
limit = { has_law = centralization_1 }
add_law = centralization_0
}
if = {
limit = { has_law = centralization_2 }
add_law = centralization_1
}
if = {
limit = { has_law = centralization_3 }
add_law = centralization_2
}
if = {
limit = { has_law = centralization_4 }
add_law = centralization_3
}
}
}
}
Rotten: What interests you is this part:
Code:on_fail = { ROOT = { prestige = -100 } }
You could replace it with (below) to make white peace to have same effect as current successful independence war:
Code:on_fail = { if = { limit = { FROM = { independent = no } } FROM = { liege = { ROOT = { set_defacto_liege = PREV } } } } if = { limit = { FROM = { independent = yes } } ROOT = { set_defacto_liege = ROOT } } ROOT = { prestige = 200 primary_title = { add_pressed_claim = FROM } } FROM = { any_demesne_title = { # All titles limit = { OR = { tier = king tier = emperor } is_titular = no NOT = { has_law = centralization_0 } } if = { limit = { has_law = centralization_1 } add_law = centralization_0 } if = { limit = { has_law = centralization_2 } add_law = centralization_1 } if = { limit = { has_law = centralization_3 } add_law = centralization_2 } if = { limit = { has_law = centralization_4 } add_law = centralization_3 } } } }
opinion = { who = ROOT value = 0
general_opinion = 10
not = { opinion = { who = ROOT value = -25} }
gain_effect = {
add_trait = diligent
}
Well, it worked atleast, and so far it doesn't look like it's ruining the game. Thanks again.Well, with that change white peace and victory for independence seeker have same effect, which is not necessarily best possible thing. Also, I don't know if AI values this change correctly (ie, liege's AI doesn't understand that accepting white peace means independence).
Yeah, I mislocated a }.
Code:not = { opinion = { who = ROOT value = -25} }
Should be the correct for person ( determined by who = x) having less than -25 opinion.
Of course, you must replace ROOT with the compared character. Hard to give any more advice without knowing more about what you are doing.
Code:gain_effect = { add_trait = diligent }
Worked for me.
Is it possible to create, perhaps through CB manipulation, mutual annxation as the only 'peace' conclusion? Say, I want Kingdom A to fight with Kingdom B, and at the (decisive) conclusion of the war I want one or the other to basically completely absorb the other. Is there possible to make it so that victory by either party is the annexation of the other?
allow = {
or = {
#traitor things here?
not = { opinion = { who = FROM value = -25} }
}
}
How would I rename the Byzantine empire to the Eastern Roman Empire and the city Byzantium to Constantinople?
e_byzantium;Byzantine Empire;Empire byzantin;Byzantinisches Kaiserreich;;Imperio Bizantino;;;;;;;;;x
e_byzantium_adj;Byzantine;byzantin;Byzantinischer;;Bizantino;;;;;;;;;x
c_byzantion_adj;Byzantian;byzantin;Byzantischer;;Bizantino;;;;;;;;;x
PROV496;Byzantion;Byzantion;Byzantion;;Bizancio;;;;;;;;;x