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jursamaj

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In the succession law/government screen, where it might say "Feudal Elective Kingdom" or the like, a picture is displayed depending on government type. What's the path/location/file name for these kinds of pictures?
Sounds like you mean the government flavors. Those are referenced in /common/government_flavor/00_government_flavor.txt. All of the graphics appear to be event images, so they'll be in /gfx/event_pictures/. The exact path can be found in /interface/eventwindow.gfx. For example, the gov_electorial_aristocratic_monarchy flavor has "graphics = GFX_evt_found_hre". In the interface file, "GFX_evt_found_hre" points to the file gfx/event_pictures/sun_temple_cm.tga.
 

Silversweeeper

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With your system, the AI does no longer assign councilors himself. :/

That is unfortunate (and I thought I had checked it, but apparently I only checked some other stuff...), and also quite strange as there shouldn't be anything in the script that disqualifies appointment or eligibility as far as anyone that normally would be able to hold the position is concerned.

Interestingly enough, it doesn't seem to fire people (at least not powerful vassals) if you appoint them and then enter observer mode for a while, which makes me suspect that it gets caught in some hardcoded "I should give this open councillor position to a powerful vassal as I want those vassals to be voters and councillors are voters. However, this councillor position isn't [as far as the script goes] a voter, so I shouldn't give it to one of my powerful vassals because they should be voters. But I don't want to give it to a non-powerful vassal as my powerful vassals should be voters, and I have a powerful vassal that's eligible. However, he wouldn't [as far as the script is concerned] be a voter if he got this position, and I must save him for a free voter position." loop rather than getting stuck appointing and immediately firing people.
 

Gianniz

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That is unfortunate (and I thought I had checked it, but apparently I only checked some other stuff...), and also quite strange as there shouldn't be anything in the script that disqualifies appointment or eligibility as far as anyone that normally would be able to hold the position is concerned.

Interestingly enough, it doesn't seem to fire people (at least not powerful vassals) if you appoint them and then enter observer mode for a while, which makes me suspect that it gets caught in some hardcoded "I should give this open councillor position to a powerful vassal as I want those vassals to be voters and councillors are voters. However, this councillor position isn't [as far as the script goes] a voter, so I shouldn't give it to one of my powerful vassals because they should be voters. But I don't want to give it to a non-powerful vassal as my powerful vassals should be voters, and I have a powerful vassal that's eligible. However, he wouldn't [as far as the script is concerned] be a voter if he got this position, and I must save him for a free voter position." loop rather than getting stuck appointing and immediately firing people.

That was one hell of a sentence . But yeah. Im putting councillors on the voting side again now. It was not the biggest of deals but it was a suggestion that was made. Well ive tried it at least :p
 

earlmackenzie

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when you are writing out a DESC for an event how much text can you input into the field without having it run over/not have enough room to display it all.? i am writing in some of my own decisions and dont want to write out a massive amount of text to just have the game truncate it all. :)
 

Silversweeeper

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when you are writing out a DESC for an event how much text can you input into the field without having it run over/not have enough room to display it all.? i am writing in some of my own decisions and dont want to write out a massive amount of text to just have the game truncate it all. :)

For a character_event my rule of thumb is 400 characters (note: any bracketed references such as [Root.GetBestName] might contain quite a few more characters when the event is fired, so reduce things a bit in that case), assuming no line breaks. I usually aim for under 300 for letter_events, and under 650 in narrative_events, though in the latter case it might be necessary to have line breaks, which cost space.
 

Silversweeeper

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That was one hell of a sentence . But yeah. Im putting councillors on the voting side again now. It was not the biggest of deals but it was a suggestion that was made. Well ive tried it at least :p

Another solution that might work to an extent, but that's a bit unusual:

- Rewrite the voter logic to ensure that the councillors that aren't supposed to be voters vote with the liege at all times (possibly excluding hostile actions against themselves) regardless of whether they're Loyalists or not.

- Add a unique voting minor title for each disabled councillor that cannot be held by anyone. The unheld voter title should work as an empty seat and always count against the liege, cancelling out the vote from the yes-man councillor.

Of course, this would result in issues because vassals would be happy despite holding a technically-not-voting voter title and also would be blocked from factions/etc., unless you mod things there (which the AI might not get when it comes to its decision-making when it comes to which vassals it should give voter titles to). I suppose you could remove the opinion boost from getting a councillor title and attach that through an automatically granted (to new councillors) minor title when it is desired.

There might also be issues if someone calls in a Favour from a supposed non-voter and they get to block things based on that, and issues with the liege potentially wasting Favours on calling in votes from someone that always votes no.
 

LaTueur

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Im guessing everything with born in the purple is hardcoded?

So is there no way for a character of a specific trait to inherit before an older child in primogeniture?
Yeah, it's hardcoded. You can get around it in a few ways. Like firing an event on_death which abdicates to a child with a special trait.
 

Lord Asgar

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I would like to create a law that, while active, changes what the ruler is called. I can hypothetically see two ways of doing this, but they seem inelegant, time-consuming and like they might cause trouble down the road. Does anyone have further ideas?

Idea 1: Use customizeable localisation. As far as I can tell, this would require me to change every single localisation entry pertaining to the ruler (such as feudal_king, feudal_emperor_german, city_king_latin and the like) to direct it to the localisation block. And then I would have to write a long list of localisation keys within that to recreate all the original titles when the law is not in effect.

Idea 2: I think landed titles can also have individual localisation entries for the holder, but I doubt there is a way to dynamically add it to an existing title. Maybe you could clone the original title somehow and give it that feature, but that seems like it's just asking for issues.
 

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I want to cancel the Religious Differences modifier (opinion_related_religion and opinion_related_religion_tribal_liege) when a character has a given trait (either Sympathy for X or a custom trait). How could I go about doing it?
 

Whizzer

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I would like to create a law that, while active, changes what the ruler is called. I can hypothetically see two ways of doing this, but they seem inelegant, time-consuming and like they might cause trouble down the road. Does anyone have further ideas?

Idea 1: Use customizeable localisation. As far as I can tell, this would require me to change every single localisation entry pertaining to the ruler (such as feudal_king, feudal_emperor_german, city_king_latin and the like) to direct it to the localisation block. And then I would have to write a long list of localisation keys within that to recreate all the original titles when the law is not in effect.

Idea 2: I think landed titles can also have individual localisation entries for the holder, but I doubt there is a way to dynamically add it to an existing title. Maybe you could clone the original title somehow and give it that feature, but that seems like it's just asking for issues.

Maybe you can use 'set_special_character_title' with some on_new_holder(_usurpation/inheritance) event/effect, to ensure all future rulers also have the proper title if the law is active.
 

earlmackenzie

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For a character_event my rule of thumb is 400 characters (note: any bracketed references such as [Root.GetBestName] might contain quite a few more characters when the event is fired, so reduce things a bit in that case), assuming no line breaks. I usually aim for under 300 for letter_events, and under 650 in narrative_events, though in the latter case it might be necessary to have line breaks, which cost space.
Thank you very very much. it appears that I am going to have to learn how to have event windows pop up one after another for some of these then haha. I think the longest one I have written out is about 2300 characters long. Oh well back to the drawing board :-D
 

Lord Asgar

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Maybe you can use 'set_special_character_title' with some on_new_holder(_usurpation/inheritance) event/effect, to ensure all future rulers also have the proper title if the law is active.

Thank you, I've played around with that and it looks promising. Some questions, though:

1. Let's say I go a step further and apply special titles to all vassals as well, to be inherited similarly. Would that cause slowdown? They're just localisation redirects, so I would assume not, unless I mess up the checks for when the special titles are to be applied?

2. How would I best facilitate the special title disappearing when the law is no longer active? I was thinking of a yearly pulse that checks for all realms if they do not have the law and then removes the title if that is the case, but that seems like it could lead to significant slowdown.
 

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Thank you, I've played around with that and it looks promising. Some questions, though:

1. Let's say I go a step further and apply special titles to all vassals as well, to be inherited similarly. Would that cause slowdown? They're just localisation redirects, so I would assume not, unless I mess up the checks for when the special titles are to be applied?

2. How would I best facilitate the special title disappearing when the law is no longer active? I was thinking of a yearly pulse that checks for all realms if they do not have the law and then removes the title if that is the case, but that seems like it could lead to significant slowdown.

1. Shouldn't be an issue, unless you use some very complicated triggers/effects to decide under which circumstances a certain title should be used.

2. I think it would be useful to have a counterpart to the law. You can then disable those special titles when that law is enacted.
 

Lord Asgar

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1. Shouldn't be an issue, unless you use some very complicated triggers/effects to decide under which circumstances a certain title should be used.

2. I think it would be useful to have a counterpart to the law. You can then disable those special titles when that law is enacted.

I could see that work, yes, but how do I ensure the law properly flips back to default when its conditions no longer apply? For instance, if only the top liege can pass it, and I set the potential to independent = yes for the variant that renames stuff, but not the default non-renaming one, will a realm that breaks free automatically reset to the default law? And will the on_actions command "on_law_vote_passed" recognize that as a law shift and so properly remove the special title?
 

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I could see that work, yes, but how do I ensure the law properly flips back to default when its conditions no longer apply? For instance, if only the top liege can pass it, and I set the potential to independent = yes for the variant that renames stuff, but not the default non-renaming one, will a realm that breaks free automatically reset to the default law? And will the on_actions command "on_law_vote_passed" recognize that as a law shift and so properly remove the special title?

You don't need on_law_vote_passed, the effect clause of the law itself should be sufficient.

I think titles/holders that do not meet the potential clause of a law will cause that law to be revoked and replaced by the default in the group. This certainly works for succession laws (consider non-Muslims who revoke a Muslim kingdom and have it default to gavelkind instead). You'll have to test this to be sure, of course.
 

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You don't need on_law_vote_passed, the effect clause of the law itself should be sufficient.

I think titles/holders that do not meet the potential clause of a law will cause that law to be revoked and replaced by the default in the group. This certainly works for succession laws (consider non-Muslims who revoke a Muslim kingdom and have it default to gavelkind instead). You'll have to test this to be sure, of course.

Hm. I have tried putting the renaming script into the effect section of the law so it happens immediately, but nothing. Same thing if I put the script in a separate event and fire that event via the effect section.

Code:
effect = {
           hidden_tooltip = {
               revoke_law = minorchoices_republicanism_law_1
               revoke_law = minorchoices_republicanism_law_2
   top_liege = { set_special_character_title = minorchoices_lordprotectordirection }
   any_realm_character = {
   limit = { OR = { is_landed = yes has_minor_title = title_prince has_minor_title = title_queen_mother } NOT = { has_character_flag = minorchoices_exempt_from_special_title } }
   set_special_character_title = minorchoices_officialdirection
   }
           }
       }
 

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Hm. I have tried putting the renaming script into the effect section of the law so it happens immediately, but nothing. Same thing if I put the script in a separate event and fire that event via the effect section.

Code:
effect = {
           hidden_tooltip = {
               revoke_law = minorchoices_republicanism_law_1
               revoke_law = minorchoices_republicanism_law_2
   top_liege = { set_special_character_title = minorchoices_lordprotectordirection }
   any_realm_character = {
   limit = { OR = { is_landed = yes has_minor_title = title_prince has_minor_title = title_queen_mother } NOT = { has_character_flag = minorchoices_exempt_from_special_title } }
   set_special_character_title = minorchoices_officialdirection
   }
           }
       }

'top_liege' is used in character scope, but effect clauses for laws are in title scope. Maybe that helps to fix things.
 

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'top_liege' is used in character scope, but effect clauses for laws are in title scope. Maybe that helps to fix things.

Yup, thanks, it works when I put it in a holder_scope.

I fear though that I will have to create a global yearly pulse or so after all. For instance, if you expand the realm, the added characters do not have the special title. And as seen in my example above, I also have to rename princes and the like, who are born over time.

Don't know, would that be very performance-intensive? The event's trigger being having the law and effect using the aforementioned any_realm_character scope?

I guess alternatively, you could attach a more concrete script to a variety of conditions such as birth, titles being gained and such, and make it fire only when the top liege has the law, but I don't know if that would be better for performance.
 
Last edited:

Whizzer

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Yup, thanks, it works when I put it in a holder_scope.

I fear though that I will have to create a global yearly pulse or so after all. For instance, if you expand the realm, the added characters do not have the special title. And as seen in my example above, I also have to rename princes and the like, who are born over time.

Don't know, would that be very performance-intensive? The event's trigger being having the law and effect using the aforementioned any_realm_character scope?

I guess alternatively, you could attach a more concrete script to a variety of conditions such as birth, titles being gained and such, and make it fire only when the top liege has the law, but I don't know if that would be better for performance.

Tricky case. Running an annual effect on any_character is probably not too noticeable. Certainly is a lot easier to script than finding every possible cause (diplomatic interactions, war, etc.) that might cause a character to need a special title.