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Loomis

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Hi,

i try to change the TITLED_NAME.

this->
TITLED_NAME;$TITLE$ $NAME$ of $HOLDING$;$TITLE$ $NAME$ de $HOLDING$;$TITLE$ $NAME$ von $HOLDING$;;$TITLE$ $NAME$ de $HOLDING$;;;;;;;;;x

looks like: King Phillipe II. of France

I try to change it to this ->
King Phillipe II. Capet

...i found some Variables in the loc. files, like [GetOnlyDynastyName], but it dont work :)

Any Ideas? (i'm afraid that this is hardcoded)
 

Rotten

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Can anyone help me to mod independence wars into defensive wars? I've located the file "cb_types", but it's too complicated for me to do anything with it seems...
 

Baneslave

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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
				}
			}
		}
	}
 

Rotten

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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
				}
			}
		}
	}

Ok, so I should replace that little part with that long one? (Just want to be absolutely sure). I'll back-up and try it when I get the chance. Thanks.
 

Baneslave

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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).
 

unmerged(133356)

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Where are the marriage details in the savegame file?

There's the obvious "spouse=" entry on the characters, but where are details like normal/matrilineal saved?
 

unmerged(458871)

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Any chance someone could shed light on any of these?

1. How do you call as a requirement a threshold level of their opinion of you? i.e. an event or somesuch that requires a opinion below -25
2. How do you give a modifier that affects the realm's opinion to a character?
3. Is there a justified execution command?
4. Is there a flag to check if someone is a traitor?
5. How to the on gain and on loss effects of minor titles work?
 

Baneslave

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Jozen:

1.

Code:
opinion = { who = ROOT value = 0

2. Can't think one now, but this is pretty close:

Code:
general_opinion = 10

3. No idea

4. Check if character has certain opinion modifiers, perhaps?

5. These effects happen when the title is gained or lost. Possible effects are, among many others, events, characteristic changes, gaining traits, gaining opinion modifiers...
 

Baneslave

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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.
 

Rotten

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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).
Well, it worked atleast, and so far it doesn't look like it's ruining the game. Thanks again.
 

unmerged(458871)

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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.

What I'm trying to do is create a method/minor title of censuring a courtier. So, if they are a known traitor, or dissident (i.e opinion < -25) they can be cast from court with a prestige hit, and negative opinion from the realm.

Also, is there a way to remove a minor title in the game? I cant seem to locate it.
 

Geredis

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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?
 

unmerged(458871)

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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?

you could probably adjust the invasion CB and change the surrender and white peace options to award the loser's kingdom to the defender
 

Veldmaarschalk

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How would I rename the Byzantine empire to the Eastern Roman Empire and the city Byzantium to Constantinople?

Go to: C:\...\Paradox Interactive\Crusader Kings II\localisation\text1.csv and change these entries

Code:
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