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Atlantians

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Could be done with a title_decision. 'from_potential' could limit it to emperors. For the cost, test the holding type in the 'effect', to pick the cost.

Title_Decision? Is that what the normal 'claim' action is listed as?
 

Atlantians

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No, the normal way to get a claim (besides inheriting it) is to send your chancellor to a province to fabricate a claim, and hope he gets the event that gives you the option to fake a claim.

What? I was referring to the 'CLAIM' / 'USERP' button. On the title screen.
 

IntoTheMaelstrom

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Hello. After modding slavic religion to be more like norse (after reforming I become head of religion). While I don't get game over screen, I lose government type! I have no government.
I tinkered with always_exist and with landless and with primary title (because I used to be able to mod this easily in 2.1.6 and charlemagne patches), but to no avail. Is there any hidden option I may have missed?
 

richvh

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Hello. After modding slavic religion to be more like norse (after reforming I become head of religion). While I don't get game over screen, I lose government type! I have no government.
I tinkered with always_exist and with landless and with primary title (because I used to be able to mod this easily in 2.1.6 and charlemagne patches), but to no avail. Is there any hidden option I may have missed?
You need to add slavic_reformed to the list of religions that can be head of religion and hold that government, in each government applicable. Look for a block like the following in the government's potential:
Code:
           NAND = {
               controls_religion = yes
               NOT = { religion_group = muslim }
               NOT = { religion = norse_pagan_reformed }
           }
Adding a NOT = { religion = <my religion> } into the NAND will solve your problem. You'll want to do this to, at a minimum, feudal, tribal, nomadic and merchant republic governments.
 
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IntoTheMaelstrom

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You need to add slavic_reformed to the list of religions that can be head of religion and hold that government, in each government applicable. Look for a block like the following in the government's potential:
Code:
           NAND = {
               controls_religion = yes
               NOT = { religion_group = muslim }
               NOT = { religion = norse_pagan_reformed }
           }
Adding a NOT = { religion = <my religion> } into the NAND will solve your problem. You'll want to do this to, at a minimum, feudal, tribal, nomadic and merchant republic governments.

That's exactly what I wanted! Thanks. One quick question (not how, but if possible) - is it possible to change culture names based on religion? It's strange than pagans have name like christian and christina ;>
 

richvh

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I believe that's what the name lists in the religions file is for... to reserve certain names for certain religions/religion groups only.
 
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Thezezeal

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Is there an "is_building = no" condition? I could have sworn there was, but can't seem to find it... :S

Asking this again in the hope it was just missed; I could really do with a way of working out if a Holding is currently building something in order to get my event to work properly--it's only meant to fire when they're not building anything already.
 

richvh

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Asking this again in the hope it was just missed; I could really do with a way of working out if a Holding is currently building something in order to get my event to work properly--it's only meant to fire when they're not building anything already.
I don't believe there is any such trigger accessible to the scripting language, as the lockout for starting a new building when another is being built is hard code. You could post on the modding suggestions thread, or in the wiki where that thread is summarized.
 

ngppgn

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Asking this again in the hope it was just missed; I could really do with a way of working out if a Holding is currently building something in order to get my event to work properly--it's only meant to fire when they're not building anything already.

You could try working around that with the on_holding_building_start on_action: seed a holding hidden modifier when a building starts that lasts as much as the longest a building takes to build. Then check for ot having that holding modifier in your event.
 

saladinayyub

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Is there a limit to the number of characters you can create cause ive created a character among the 9 others who has not appeared in game i don't understand what I did wrong

226059 = {
name="Izz al-Din Ibn al-Athir"
# AKA: Ibn al-Athir
historical=yes
martial=5
diplomacy=5
intrigue=5
stewardship=5
religion="sunni"
culture="kurdish"
trait="scholar"
trait="faqih"
trait="hafiz"
trait="hajjaj"
trait="martial_cleric"
trait="ashari"
prestige=250
piety=50
1160.1.1={
birth="1160.1.1"
}
1187.1.1={
employer=144042

}
1233.1.1={
death="1233.1.1"
}
}
 

Thezezeal

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You could try working around that with the on_holding_building_start on_action: seed a holding hidden modifier when a building starts that lasts as much as the longest a building takes to build. Then check for ot having that holding modifier in your event.
Ah, that might work... I will give it a shot :D

I don't believe there is any such trigger accessible to the scripting language, as the lockout for starting a new building when another is being built is hard code. You could post on the modding suggestions thread, or in the wiki where that thread is summarized.
Thanks for the reply; if the above doesn't work, I might :)
 

abauer2

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I have a quick question about garrisons. At low tech levels, it seems like most holdings have the same number of troops in the levy and the garrison, but that is no longer the case as they are improved. I know for castles it has something to do with keeps which add higher levy % than garrison %.

If a building has +100 LI, does that mean that the garrison AND levy both increase by 100 (I know troop type for garrisons doesn't matter)? And other than the keep which provides +% to garrison, is that the only way garrisons increase?
 

jursamaj

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Is there a limit to the number of characters you can create cause ive created a character among the 9 others who has not appeared in game i don't understand what I did wrong

226059 = {
name="Izz al-Din Ibn al-Athir"
# AKA: Ibn al-Athir
historical=yes
martial=5
diplomacy=5
intrigue=5
stewardship=5
religion="sunni"
culture="kurdish"
trait="scholar"
trait="faqih"
trait="hafiz"
trait="hajjaj"
trait="martial_cleric"
trait="ashari"
prestige=250
piety=50
1160.1.1={
birth="1160.1.1"
}
1187.1.1={
employer=144042

}
1233.1.1={
death="1233.1.1"
}
}
You may need a dynasty=<number> in each character. It can be 0 for low-born. Other than that, make sure all the religions/cultures/traits/employer exist in your game and are spelled right. If none of that fixes it, you might post the whole file here.
 

crukin

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Have they fixed it so that you can seat health and fertility in the history files now?

Also, is there still a hardcoded limit of 10 on how many living children you can have through normal means?