• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Rydelfox

Lt. General
90 Badges
Oct 30, 2016
1.476
12
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
If there are 5 modifiers with a factor of 2, and you meet all the requirements, the MTTH will be multiplied by 2^5, or 32.

So, lets say the base mean time to happen on an event is 1 year, that means that there's a 50% chance that it will occur within a year.
If they meet all of those modifiers, there's now a 50% chance that it will occur within 32 years, or roughly a 1.5% chance per year. (50% / 32)
 

Zaltys

Major
84 Badges
Jun 5, 2009
718
158
  • Sword of the Stars II
  • King Arthur II
  • Lead and Gold
  • Magicka
  • Majesty 2
  • Magicka 2
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sword of the Stars
  • Knights of Pen and Paper +1 Edition
  • Supreme Ruler 2020
  • Starvoid
  • Teleglitch: Die More Edition
  • Pillars of Eternity
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris Sign-up
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
  • Europa Universalis IV: Common Sense
  • Stellaris: Federations
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
What? that still doesn't make any sense, how do you mean?

So for example if there are 5 modifiers with factors = 2.0, 10/5=2?
Let's say that the event has a base MTTH of a year. 12 months; that means that it has an noncumulative 1 out of 12 chance of happening every month.

If all of the modifiers are true, then it becomes 12*2*2*2*2*2 = 384. The chance of the event firing is 1/384 each month. Could still trigger during the first month (like all events), but probably won't. The approximate probability of it happening during the first year is 3.1%. Which isn't cumulative; there's 63.2% probability that it'll trigger at least once within 32 years. Formula: 1-(1-1/384)^384.

Now, if it were other way around and there's five 0.5 modifiers... 12*0.5*0.5*0.5*0.5*0.5 = 0.375. That's 1 out of 0.375 every month. Which means that it'd always be guaranteed to trigger, every time that the events are processed.
 
Last edited:

RelVleDy

Static Portrait Guru
42 Badges
Jul 13, 2008
714
1.216
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Tyranny: Archon Edition
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
I have a question regarding hiding traits with "is_visible."

Can I prevent opinion score changes from occurring with "is_visible", or is the hiding of traits feature just cosmetic and for the player? I'm trying to keep characters from seeing a trait I have on my character to keep them from changing their opinion of that trait, and nothing I do is working.

It's a long story, but using "same_religion_opinion = x" has the issue of working for your fake religion, whereas if I want it to work for my secret religion, I guess I'm screwed. There needs to be a new trait code, something like secret_religion_opinion = x, because right now there's apparently nothing regarding secret religions involving trait codes.
 
Last edited:

tsf4

General
56 Badges
May 31, 2012
2.322
722
30
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome
  • Age of Wonders: Planetfall
  • PDXCon 2017 Awards Winner
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
As the title says, I have a mod that is CTD'ing.

I cannot seem to crack this bug... can someone check what I am doing wrong?
 

Attachments

  • error.7z
    11,8 KB · Views: 6

Rydelfox

Lt. General
90 Badges
Oct 30, 2016
1.476
12
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
I have a question regarding hiding traits with "is_visible."

Can I prevent opinion score changes from occurring with "is_visible", or is the hiding of traits feature just cosmetic and for the player? I'm trying to keep characters from seeing a trait I have on my character to keep them from changing their opinion of that trait, and nothing I do is working.

It's a long story, but using "same_religion_opinion = x" has the issue of working for your fake religion, whereas if I want it to work for my secret religion, I guess I'm screwed. There needs to be a new trait code, something like secret_religion_opinion = x, because right now there's apparently nothing regarding secret religions involving trait codes.

is_visible just prevents the trait from showing and, as of the last major patch, makes any opinion modifiers from it list as "Unknown Sources"
Since the next patch is going to overhaul how secret religions work, I'd check those patch notes and see if any of those upcoming changes will do what you want.
 

Ixal

Field Marshal
77 Badges
Apr 5, 2008
2.720
4.578
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife
  • BATTLETECH - Backer
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Distant Stars
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Art of War
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • King Arthur II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
Is there a good explanation on how overwriting works?
Lets say I want to modify an existing event, how can I do that without coping the entire events file over to my mod?
 

Eunoian

Private
79 Badges
Apr 7, 2017
12
0
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Crusader Kings II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
Is there a good explanation on how overwriting works?
Lets say I want to modify an existing event, how can I do that without coping the entire events file over to my mod?

The Modding Wiki does a good job of explaining most of it. Under "Game Structure", the column "Loading Behaviour" attempts to explain the expected merging/overwriting of particular files and folders.

However, as far as I know, the only way to edit a particular events, is to do it wholly. Or, you can create a new event, in your mod folder (by copying and pasting that particular event) but give it a different name (and possibly different permissions to your specific needs). This way you need a file with only one event and can specify its triggers (like ai = no, etc) without affecting the old event. However you don't want both events firing if its a very specifc set of triggers, so maybe more details would make it easier to fully answer your question.
 

DrewX

Captain
35 Badges
Jan 28, 2015
448
3
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Warlock 2: Wrath of the Nagas
  • Knights of Honor
  • Cities: Skylines Deluxe Edition
  • Majesty 2 Collection
  • Magicka
  • Hearts of Iron III
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
So to fix a save file with many blank dynasties would killing all those with blank dynasties/ removing their dynasties from save files solve the problem of new blanks appearing?
 

Caspian Mortis

Major
2 Badges
May 27, 2016
513
583
  • Crusader Kings II
  • Crusader Kings III
Can someone help me fix this code? A part of the code is supposed to trigger an is_triggered_only event but it never triggers in game. Anyone knows what could be wrong? I mean, even when 3 years have passed or much more the second event never triggers in game.
Code:
character_event = {
    id = CUSTOM.1025
    desc = EVTDESC_CUSTOM.1025
    picture = GFX_evt_constructing_pyramid

    is_triggered_only = yes

    option = {
        name = EVTOPTA_CUSTOM.1025a
        trigger = {
            has_character_flag = predecessor_modest_pyramid
        }
        hidden_tooltip = {
            character_event = { id = CUSTOM.1026 years = 3 }
        }
    }  
   
    option = {
        name = EVTOPTA_CUSTOM.1025a
        trigger = {
            has_character_flag = predecessor_large_pyramid
        }
        hidden_tooltip = {
            character_event = { id = CUSTOM.1027 years = 6 }
        }
    }

    option = {
        name = EVTOPTA_CUSTOM.1025a
        trigger = {
            has_character_flag = predecessor_giant_pyramid
        }
        hidden_tooltip = {
            character_event = { id = CUSTOM.1028 years = 9 }
        }
    }

    option = {
        name = EVTOPTA_CUSTOM.1025b
        prestige = -100
        scaled_wealth = { value = 1.5 }
    }      
}
# Predecessor's modest pyramid is completed
character_event = {
    id = CUSTOM.1026
    title = CUSTOM.1026.title
    desc = DESCCUSTOM.1026
    picture = GFX_evt_pyramid

    is_triggered_only = yes

    option = {
        name = EVTOPTION1026
        prestige = 500
        piety = 250
        add_character_modifier = {
            name = the_pharaoh_is_great
            duration = 1825
        }
        if = {
            limit = { ai = no }
            chronicle = {
                entry = CHRONICLE_ANCESTOR_MODEST_PYRAMID
                picture = GFX_evt_pyramid
            }
        }
    }
}
 

Eunoian

Private
79 Badges
Apr 7, 2017
12
0
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Crusader Kings II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
Can someone help me fix this code? A part of the code is supposed to trigger an is_triggered_only event but it never triggers in game. Anyone knows what could be wrong? I mean, even when 3 years have passed or much more the second event never triggers in game.

I'm assuming 1025 is triggered by a decision, so the only thing I can think of is making sure that whatever gives your character the flag "predecessor_modest_pyramid" is actually giving that flag. Otherwise, I don't think I can be much help, as your code looks fine to me. I don't ever use "titles" for character events (just narrative events), but I doubt that is having an effect.

Just to note, I did notice your DESC keys are different. Which won't effect the firing of the event, but may be confusing down the line.

Edit: Looking at it closer and comparing, this is how one of my options is set up...

Code:
    option = {
        name = EVTOPTB_om_04
        piety = 50
        trigger = {
            NOT = { trait = blood_liebt }
            NOT = { trait = omoiakin }
        }
        hidden_tooltip = {
            if = {
                limit = {
                    has_character_flag = pilgrimage_to_jerusalem
                }
                narrative_event = { id = om.08 days = 7 }
            }
        }
    }
 
Last edited:

Caspian Mortis

Major
2 Badges
May 27, 2016
513
583
  • Crusader Kings II
  • Crusader Kings III
That doesn't work either. Annoyingly enough if I set the it to like days = 30 the even triggers normally. But if I set to days = 1000 nothing ever happens. However, setting the time to 30 days is not an option since a pyramid takes many years to built. Anyone knows if this is supposed to happen?

I also need the event to trigger from another character because otherwise the event description can't use their name and uses generic description that don't read very well.
 

Eunoian

Private
79 Badges
Apr 7, 2017
12
0
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Crusader Kings II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
I've never gone beyond 150 days before, so I don't know if there is a limit for waiting on an event.

Worst case scenario though (assuming there is a limit), you could set a yearly on_action event that checks if a flag was "had" in the previous year, then set a new flag that indicates what year of contruction you're in (clearing year1 flag on year2 and setting year2 etc...), and if the right year of construction aligns with the right type of pyramid (ie. year3 & modest), then fire the appropriate event (ie. 1026). The "had" version of character flags works up to 2 years for sure, because I have done it (but should work well further).

Beyond that, I think this surpasses my abilities. Hopefully, someone else will know.
 

Caspian Mortis

Major
2 Badges
May 27, 2016
513
583
  • Crusader Kings II
  • Crusader Kings III
I̶ ̶d̶o̶n̶'̶t̶ ̶t̶h̶i̶n̶k̶ ̶ ̶I̶ ̶c̶a̶n̶ ̶d̶o̶ ̶t̶h̶a̶t̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶t̶h̶e̶ ̶e̶v̶e̶n̶t̶ ̶n̶e̶e̶d̶s̶ ̶t̶o̶ ̶b̶e̶ ̶t̶r̶i̶g̶g̶e̶r̶e̶d̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶p̶r̶e̶d̶e̶c̶e̶s̶s̶o̶r̶ ̶p̶h̶a̶r̶a̶o̶h̶ ̶(̶u̶s̶u̶a̶l̶l̶y̶ ̶t̶h̶e̶ ̶f̶a̶t̶h̶e̶r̶,̶ ̶b̶u̶t̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶t̶h̶e̶ ̶m̶o̶t̶h̶e̶r̶ ̶o̶r̶ ̶a̶n̶o̶t̶h̶e̶r̶ ̶d̶y̶n̶a̶s̶t̶y̶ ̶m̶e̶m̶b̶e̶r̶)̶b̶e̶c̶a̶u̶s̶e̶ ̶t̶h̶e̶r̶e̶ ̶i̶s̶ ̶o̶n̶l̶y̶ ̶G̶e̶t̶F̶r̶o̶m̶R̶e̶l̶a̶t̶i̶o̶n̶ ̶(̶u̶p̶ ̶t̶o̶ ̶f̶o̶u̶r̶ ̶F̶r̶o̶m̶s̶)̶ ̶a̶n̶d̶ ̶n̶o̶t̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶ ̶l̶i̶k̶e̶ ̶P̶r̶e̶d̶e̶c̶e̶s̶s̶o̶r̶.̶G̶e̶t̶R̶e̶l̶a̶t̶i̶o̶n̶.̶

Actually I have no idea what you just said, I'm familiar with on_actions event but not with the other thing.

I mean that the title of the event should be: The Pyramid of [FromFrom.GetFirstName], which could be added to other event by saving an event target. But there is no possible way of defining someone's predecessor's relation to them in the localisation files, which is very annoying. The event text should say something like Your (predecessor's relation) (predecessor's name)'s pyramid was not finished in time. And something more... I wouldn't like the text to say "Your ancestor" or "something generic" because that sounds very weird if your predecessor was your sibling, or parent.

Anyone knows more about how I could solve my problem, as I'd like to publish a mod this week but this problem is very annoying.
 
Last edited:

kellenbeck

Eternally Tired Modder
106 Badges
Jun 17, 2014
71
6
  • Europa Universalis IV: Common Sense
  • Ship Simulator Extremes
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
  • Knights of Honor
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Third Rome
  • Sengoku
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • Stellaris: Nemesis
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
Having a problemo with this. when i click the button to join the society, nothing happens.
Code:
can_join_society = {
        hidden_trigger = {
            NAND = {
                ai = yes
                is_society_rank_full = {
                    society = order_of_god
                    rank = 1
                }
            }
        }
        age = 16
        religion_group = christian
        NOT = { trait = excommunicated }
        custom_tooltip = {
            text = did_not_betray_society
            NOT = { has_character_flag = betrayed_order_of_god }
        }
       
    }
Edit: Literally nothing happens, i didn't join the society, nothing. And yes i have all the other code needed too, i just didn't want a wall of text. Here's the rest if needed, all contained in spoilers.
Code:
order_of_god = {
    primary_attribute = martial
    is_religious = yes
    opinion_to_other_members = +25
    opinion_per_rank_above = +10
    sound = monastic_orders_interface
    society_ranks_gfx = holygfx #this sets it to the holy order gfx
    non_interference = {
        always = yes
    }
    indestructible = yes
Code:
    show_society = {
        religion_group = christian
    }

    potential = { religion = catholic }

    society_rank = {
        level = 1
        limit = 100
        startup_limit = 15
        modifier = {
            monthly_character_piety = 0.25
            fertility = -0.15
        }
        decisions = {
            monastic_orders_go_celibate #Power: toggle celibacy
            monastic_orders_stop_celibate
        }
    }
    
    society_rank = {
        level = 2
        limit = 70
        startup_limit = 10
        modifier = {
            monthly_character_piety = 0.50
            martial = 2
            fertility = -0.15
        }
    }
    
    society_rank = {
        level = 3
        limit = 50
        startup_limit = 5
        modifier = {
            monthly_character_piety = 0.2
            learning = 2
            build_cost_temple_modifier = -0.25
            fertility = -0.15
        }
        decisions = {
            monastic_orders_invite_ascetic

        }
    }

    society_rank = {
        level = 4
        limit = 5
        startup_limit = 1
        modifier = {
            monthly_character_piety = 0.5
            learning = 3
            build_cost_temple_modifier = -0.5
            fertility = -0.15
        }
    }
Code:
    monthly_currency_gain = {
        name = currency_name_order_of_god
        
            per_attribute = {
                name = learning
                value = 0.3
            }
            per_attribute = {
                name = martial
                value = 0.5
            }
            has_trait = {
            trait = zealous
            value = 5
        }
        has_trait = {
            trait = brave
            value = 3
        }
        has_trait = {
            trait = poet
            value = 3
        }
        has_trait = {
            trait = scholar
            value = 3
        }
        has_trait = {
            trait = theologian
            value = 3
        }   
        has_trait = {
            trait = celibate
            value = 3
        }
        has_trait = {
            trait = diligent
            value = 1
        }
            has_trait = {
            trait = chaste
            value = 1
        }
        has_trait = {
            trait = temperate
            value = 1
        }
        has_trait = {
            trait = charitable
            value = 1
        }
        has_trait = {
            trait = kind
            value = 1
        }
        has_trait = {
            trait = patient
            value = 1
        }
        has_trait = {
            trait = humble
            value = 1
        }
        has_trait = {
            trait = honest
            value = 1
        }
        has_trait = {
            trait = erudite
            value = 1
        }
        has_trait = {
            trait = pilgrim
            value = 1
        }
        society_rank = {
            rank = 4
            value = 10
        }
    }

    member_score_per_attribute = 3
    member_score_per_rank = 100

    member_score = {
        value = 10
        modifier = {
            trait = zealous
            factor = 10
        }
        modifier = {
            trait = scholar
            factor = 1.7
        }
        modifier = {
            trait = theologian
            factor = 1.3
        }
        modifier = {
            trait = celibate
            factor = 1.2
        }
        modifier = {
            trait = diligent
            factor = 1.2
        }
            modifier = {
            trait = chaste
            factor = 1.1
        }
        modifier = {
            trait = temperate
            factor = 1.1
        }
        modifier = {
            trait = charitable
            factor = 1.1
        }
        modifier = {
            trait = kind
            factor = 1.1
        }
        modifier = {
            trait = patient
            factor = 1.1
        }
        modifier = {
            trait = humble
            factor = 1.1
        }
        modifier = {
            trait = honest
            factor = 1.1
        }
        modifier = {
            trait = erudite
            factor = 1.1
        }
        modifier = {
            trait = pilgrim
            factor = 1.1
        }
    }
    
    startup_populate = {
        trigger = {
            ai = yes
                controls_religion = no
               religion_group = christian
            age = 16
            is_in_society = no
            NOT = { higher_tier_than = DUKE }
            NOR = {
                holy_order = no
            }
            NOT = { trait = cynical }
            NOT = { trait = excommunicated }
            NOT = { age > 50 }
            has_secret_religion_trait_trigger = no
            OR = {
                trait = zealous
                martial = 14
                trait = brave
            }
        }
    }
}
 
Last edited: