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jordarkelf

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How can I make it so that you don't need two counties for a titular duchy, two duchies for a titular kingdom, and two kingdoms for a titular empire?
Dunno.
You can get rid of the two duchy requirement for all kingdoms and the 2 kingdom requirement for all empires by editing REQ_DUCHIES_FOR_KINGDOM_CREATION/REQ_KINGDOMS_FOR_EMPIRE_CREATION in defines.lua.
There's no special string for titular titles or for duchy creation.
 

richvh

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Defines.lua:
Code:
	REQ_DUCHIES_FOR_KINGDOM_CREATION = 1, 	-- Number of held duchies required to create a kingdom (for rulers who are not already kings or emperors)
	REQ_KINGDOMS_FOR_EMPIRE_CREATION = 2, 	-- Number of held kingdoms required to create an Empire (for rulers who are not already emperors)

I don't see anything about duchies though.
 

fargoniac

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Already did that.
Here's a snippet of my code(Used Kingdoms Abound)
Code:
d_sanggau = {
	color = { 115 130 178 }
	color2 = { 250 250 250 }
	capital = 1230
	gain_effect = {
		any_demesne_title = {
			limit = {
				tier = COUNT
				OR = {
					d_sanggau = { is_titular = yes }
					FROM = { has_character_flag = creating_title_loop }
				}
			}
			de_jure_liege = d_sanggau
			hidden_tooltip = { FROM = {	set_character_flag = creating_title_loop } }
		}
		hidden_tooltip = { clr_character_flag = creating_title_loop }
	}
	allow = {
		OR = {
			FROM = {
				primary_title = { title = c_sanggau }
				 
			}
			d_sanggau = {
				is_titular = no
			}
		}
	}
}

k_sanggau = {
	color = { 115 130 178 }
	color2 = { 250 250 250 }
	capital = 1230
	gain_effect = {
		any_demesne_title = {
			limit = {
				tier = DUKE
				OR = {
					k_sanggau = { is_titular = yes }
					FROM = { has_character_flag = creating_title_loop }
				}
			}
			de_jure_liege = k_sanggau
			hidden_tooltip = { FROM = {	set_character_flag = creating_title_loop } }
		}
		hidden_tooltip = { clr_character_flag = creating_title_loop }
	}
	allow = {
		OR = {
			FROM = {
				primary_title = { title = d_sanggau }
				 
			}
			k_sanggau = {
				is_titular = no
			}
		}
	}
}

e_sanggau = {
	color = { 115 130 178 }
	color2 = { 250 250 250 }
	capital = 1230
	short_name = yes
	gain_effect = {
		any_demesne_title = {
			limit = {
				tier = KING
				OR = {
					e_sanggau = { is_titular = yes }
					FROM = { has_character_flag = creating_title_loop }
				}
			}
			de_jure_liege = e_sanggau
			hidden_tooltip = { FROM = {	set_character_flag = creating_title_loop } }
		}
		hidden_tooltip = { clr_character_flag = creating_title_loop }
	}
	allow = {
		OR = {
			FROM = {
				primary_title = { title = k_sanggau }
				 
			}
			e_sanggau = {
				is_titular = no
			}
		}
	}
}
 

Wolfgang Pauli

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I count 929 land provinces :D
There are over 7000 baronies. Just about every province has at 8 scripted, and the new republics have five each.
But baronies are limited by settlement number in the province histories. I'm asking about the maximum number of holdings that can appear in the game.
 

Tangent

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So I've been trying to add new patrician families to new merchant republics at game start. Making the titles, dynasties and characters is straightforward but I've run into two problems that I can't figure out how to solve.

First, the patrician characters' courts start empty and do not automatically fill up like those in the vanilla merchant republics, but remain empty like default baronies. I'm looking for a file where I can tell the game to generate new characters for these courts, if one exists.

Second, the merchant republics in vanilla have a variety of individual colors in the family trade post map mode. However, the patrician families I've modded in are all represented by a default white color. I want to change this and get a range of colors per merchant republic, but I can't for the life of me find any file that controls this. Is there such a file, or is it hard-coded?

EDIT: A secondary (tertiary?) question regards how patrician families are replaced when they die out. Is there some file where it's possible to list specific dynasties to replace the original families when they die out, or is the game hard-coded to generate new dynasties from barony names in the province (e.g. de Venice, de Genoa, etc.)?

EDIT 2: Scratch the last edit, it seems that the game actually just picks a dynasty of the appropriate culture from 00_dynasties.txt, moving down the list from top to bottom, when it needs to replace a family. Seems hard-coded.
 
Last edited:

Bloodly

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I'm looking at the 'Employ X' decisions in the employment decisions file:

decisions = {

employ_priest = {
potential = {
}
allow = {
piety = 5
}
effect = {
piety = -5
create_random_priest = {
random_traits = yes
dynasty = random
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

employ_steward = {
potential = {
}
allow = {
scaled_wealth = 0.2
}
effect = {
scaled_wealth = -0.2
create_random_steward = {
random_traits = yes
dynasty = random
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

present_debutante = {
potential = {
}
allow = {
scaled_wealth = 0.2
}
effect = {
scaled_wealth = -0.2
create_character = {
random_traits = yes
dynasty = random
female = yes
age = 17
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

}


and wondering id it's possible for them to have specific traits AS WELL AS random traits?
 

jordarkelf

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I'm looking at the 'Employ X' decisions in the employment decisions file (...) and wondering id it's possible for them to have specific traits AS WELL AS random traits?
yes, just add the traits you want there as well. random_traits will fill up to 4-6 total then.
Bear in mind employ_steward etc. will always create someone with an education trait for the position they are created for, so if you want to specifically give one you should use create_character instead of create_steward etc..
 

Ezumiyr

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I'm trying to code an event to gove a trait I modded. The trait is fully operational, but not the event.

Code:
namespace = pcal

#Alchimiste

character_event = {
	id = pcal.1
	desc = "pcal.1desc"
	picture = GFX_evt_library
	
	min_age = 45
	capable_only = yes
	prisoner = no


	trigger = {
		NOT = { 
			has_character_flag = magie_blanche }
		NOT = {
			lifestyle_traits = 1
			trait = incapable
		}
	}
	
	immediate = {
		set_character_flag = magie_blanche
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.75
			learning = 10
		}
		modifier = {
			factor = 0.75
			learning = 9
		}
		modifier = {
			factor = 0.75
			learning = 8
		}
		modifier = {
			factor = 1.4
			trait = cynical
		}
		modifier = {
			factor = 0.2
			trait = ambitious
		}
		modifier = {
			factor = 0.4
			trait = zealous
		}
	}
	option = {
		name = "pcal2"
		add_trait = alchimiste
		clr_character_flag = magie_blanche		
		set_character_flag = lifestyle_alchimiste_no
	}

	option = {
		name = "pcal3"
		piety = 200
		clr_character_flag = magie_blanche	
		set_character_flag = lifestyle_alchimiste_no
	}	
}
And localization:
Code:
#CODE;ENGLISH;FRENCH;GERMAN;SPANISH;;;;;;;;;x
alchimiste;alchemist;Alchimiste;Alchimist;Alquimista;;;;;;;;;x
alchimiste_desc;x;Les alchimistes passent leur vie a chercher ce qu'ils appellent la Pierre philosophale ou le Grand Oeuvre, c'est-à-dire un moyen d'operer la transmutation des metaux;x;x;;;;;;;;;x
pcal.1desc;x;Au fond du grenier poussiereux de votre chasteau, vous trouvez un vieux grimoire... A premiere vue, on dirait un manuel d'alchimie;x;x;;;;;;;;;x
pcal2;x;Je veux decouvrir le secret de la pierre philosophale!;x;x;;;;;;;;;x
pcal3;x;L'alchimie? Une perte de temps pour les esprits embrumes!;x;x;;;;;;;;;x

It crashes whenever my mouse is over one of the two options. I would be very grateful if someone could tell me why...
 

jordarkelf

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I don't directly see why it would crash, but there are some things I can see that probably don't work like you want.

For the event, try this:
Code:
namespace = pcal

#Alchimiste

character_event = {
	id = pcal.1
	desc = "pcal.1desc"
	picture = GFX_evt_library
	
	min_age = 45
	capable_only = yes
	prisoner = no


	trigger = {
		NOT = { has_character_flag = lifestyle_alchimiste_no }
		NOT = { lifestyle_traits = 1 }
		NOT = { trait = incapable }
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.75
			learning = 10
		}
		modifier = {
			factor = 0.75
			learning = 9
		}
		modifier = {
			factor = 0.75
			learning = 8
		}
		modifier = {
			factor = 1.4
			trait = cynical
		}
		modifier = {
			factor = 0.2
			trait = ambitious
		}
		modifier = {
			factor = 0.4
			trait = zealous
		}
	}
	option = {
		name = "pcal2"
		add_trait = alchimiste
	}

	option = {
		name = "pcal3"
		piety = 200
		set_character_flag = lifestyle_alchimiste_no
	}	
}
Your magie_blanche flag had no purpose as it was being set and deleted in the same moment, and I think you want to make sure this event fires only once even if they reject the trait, right?

Have you defined the trait in the common\traits folder similar to this?
Code:
alchimiste = {
	lifestyle = yes
	
	learning = 2
	
	same_opinion = 20
}
And do you have an image for it defined in interface\ like this?
Code:
spriteTypes = {

	spriteType = {
		name = "GFX_trait_alchimiste"
		texturefile = "gfx/traits/alchimiste.tga"
		noOfFrames = 1
		norefcount = yes
		effectFile = "gfx/FX/buttonstate.lua"
	}
 

Frostschaden

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I'm having some issues with my mod. I've been trying to fix these for quite some time, so I guess I'll just post the code here.

The kingdom of Israel can't be formed, the Kohen Gadol can't be formed either, and the exilarch automatically seems to lose his title. I guess the last one ought to be landless, but I can't do that because he would need to stop existing after a certain date.

Code:
k_israel = {
	color={ 135 206 250 }
	color2={ 220 220 0 }
	
	capital = 774 # Jerusalem
	religion = rabbinic

	allow = {
			religion_group = judaism
			culture_group = judaic
			has_landed_title = c_jerusalem
			has_landed_title = d_jerusalem
	}
	
	
	dynasty_title_names = no 	# Will not be named "Seljuk", etc.
}
d_kohen_gadol = {
	color={ 135 206 250 }
	color2={ 220 220 0 }
	
	capital = 774 # Jerusalem

	title = "KOHEN_GADOL"
	foa = "KOHEN_GADOL_FOA"
	short_name = yes
	
	# Always exists
	landless = no # The office was abolished
	
	# Controls a religion
	controls_religion = rabbinic
	
	religion = rabbinic

	allow = {
			religion = rabbinic
			culture_group = judaic
			has_landed_title = b_jerusalem
	}
	
	# Cannot be held as a secondary title
	primary = yes
	
	dynasty_title_names = no 	# Will not be named "Seljuk", etc.
}
d_kohen_gadol_samaritan = {
	color={ 135 206 250 }
	color2={ 220 220 0 }
	
	capital = 774 # Jerusalem

	title = "KOHEN_GADOL"
	foa = "KOHEN_GADOL_FOA"
	short_name = yes
	
	location_ruler_title = yes

	# Always exists
	landless = yes # They kept existing
	
	# Controls a religion
	controls_religion = samaritan
	
	religion = samaritan
	culture = mizrahim
	
	allow = {
			religion = samaritan
			culture = mizrahim
			has_landed_title = b_nablus
	}

	# Cannot be held as a secondary title
	primary = yes
	
	dynasty_title_names = no 	# Will not be named "Seljuk", etc.
}
d_exilarch = {
	color={ 135 206 250 }
	color2={ 220 220 0 }
	
	capital = 693 # Baghdad

	title = "EXILARCH"
	foa = "KOHEN_GADOL_FOA"
	short_name = yes
	
	location_ruler_title = yes

	allow = {
			religion = karaite
			piety = 1000
	}

	# Controls a religion
	controls_religion = karaite
	
	religion = karaite
	culture = mizrahim
	
	# Cannot be held as a secondary title
	primary = yes
	
	dynasty_title_names = no 	# Will not be named "Seljuk", etc.
}
 

Ezumiyr

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Your magie_blanche flag had no purpose as it was being set and deleted in the same moment, and I think you want to make sure this event fires only once even if they reject the trait, right?
Exactly.
Have you defined the trait in the common\traits folder similar to this?
Code:
alchimiste = {
	lifestyle = yes
	
	learning = 2
	
	same_opinion = 20
}
Yes. It is:
Code:
alchimiste = {
	lifestyle = yes
	customizer = yes
	
	learning = 2
	stewardship = 3
	
	same_opinion = 10
	monthly_character_piety = -0.25
	
	ai_greed = 10
	
	health = 1
}
And do you have an image for it defined in interface\ like this?
Code:
spriteTypes = {

	spriteType = {
		name = "GFX_trait_alchimiste"
		texturefile = "gfx/traits/alchimiste.tga"
		noOfFrames = 1
		norefcount = yes
		effectFile = "gfx/FX/buttonstate.lua"
	}
Yes:
Code:
spriteType = {
		name = "GFX_trait_alchimiste"
		texturefile = "gfx/traits/alchimiste.dds"
		noOfFrames = 1
		norefcount = yes
		effectFile = "gfx/FX/buttonstate.lua"
	}
I also have a proper icon.
Here are some screenshots:
Ruler designer:
http://nsa32.casimages.com/img/2013/01/31/130131015503328841.jpg

In game:
http://nsa32.casimages.com/img/2013/01/31/13013101575926965.jpg

(some problems with the accents but nothing serious I think)

the event:
http://nsa31.casimages.com/img/2013/01/31/130131015924261178.jpg

I tryed with your code but the game still crashes...
 

jordarkelf

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I'm having some issues with my mod.
For the kingdom, does your character hold both the county and duchy?

For d_kohen_gadol, remove the allow block. Religious heads can only be formed by people of that religion anyway, and since you define a capital they must already own a temple in that province to form it anyway.
Likewise remove the allow from d_kohen_gadol_samaritan.
If there is a priest of Jerusalem he will automatically give away his title to d_kohen_gadol_samaritan if he is samaritan.

Anyone with a title that does not have landless=no, like your exilarch, will lose his title if he does not own any barony or county, so give him at least a barony somewhere.
 
Last edited:

Frostschaden

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For the kingdom, does your character hold both the county and duchy?
I've give_titled those for quick testing, and it didn't allow me to click create even though all the requirements showed up as fulfilled.

For d_kohen_gadol, remove the allow block. Religious heads can only be formed by people of that religion anyway, and since you define a capital they must already own a temple in that province to form it anyway.
Likewise remove the allow from d_kohen_gadol_samaritan, the priest of Jerusalem/Baghdad will automatically give away his title to him if he is samaritan.
Also remove the allow block from d_exilarch as you made it so that he will lose his title if he drops below 1000 piety. Or add landless = yes so he keeps existing anyway.
I knew the allow blocks had the errors. Never really understood how they work exactly.

The Samaritans are doing all right but that's because their Kohen Hadol has landless. He actually still exists today.

I could make the Exilarch landless, but that would screw the succession up, right? Or is the succession based on whether clerics can marry or not? I've found new sources that show the Exilarch line didn't die out as I thought, but rather split. If I add investiture=yes to the religion line, "antipopes" could be possible? Do you happen to know how I can set those in history files?

Thank you for your help. :)
 

jordarkelf

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I'll make the Exilarch landless. I've found new sources that show the Exilarch line didn't die out as I thought, but rather split. If I add investiture=yes to the religion line, "antipopes" could be possible? Do you happen to know how I can set those in history files?
I think antipopes and investure are hardcoded for the Catholic religion, like decadence is for muslims. You can setup a priest with claims to the title though.

For the Jerusalem kingdom, does it work if you remove both d_jerusalem and c_jerusalem from the allow blocks? The capital is set to Jerusalem anyway, so you're basically only checking the duchy there.
 

Frostschaden

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I think antipopes and investure are hardcoded for the Catholic religion, like decadence is for muslims. You can setup a priest with claims to the title though.
Good idea. I'll have to do some more research first, though.

Any thoughts on succession? It should go from father to son. Is that based on the religion's clergy marriage rules or on the landless. It should function like the Caliph in Islam.

For the Jerusalem kingdom, does it work if you remove both d_jerusalem and c_jerusalem from the allow blocks? The capital is set to Jerusalem anyway, so you're basically only checking the duchy there.
Both the Kohen Gadol and the Kingdom of Israel are creatable now. Thank you so very much! :D
 

jordarkelf

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Good idea. I'll have to do some more research first, though.

Any thoughts on succession? It should go from father to son. Is that based on the religion's clergy marriage rules or on the landless. It should function like the Caliph in Islam.
Write the succession laws in the title file:
d_kohen_gadol:
Code:
100.1.1 = {
	law = agnatic_succession
	law = succ_primogeniture
}
Or use open (turkish) instead of primogeniture, I'm not sure what would fit the Jews best.
Both the Kohen Gadol and the Kingdom of Israel are creatable now. Thank you so very much! :D
Glad to hear it :)
 

Ezumiyr

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Exactly.

Yes. It is:
Code:
alchimiste = {
	lifestyle = yes
	customizer = yes
	
	learning = 2
	stewardship = 3
	
	same_opinion = 10
	monthly_character_piety = -0.25
	
	ai_greed = 10
	
	health = 1
}

Yes:
Code:
spriteType = {
		name = "GFX_trait_alchimiste"
		texturefile = "gfx/traits/alchimiste.dds"
		noOfFrames = 1
		norefcount = yes
		effectFile = "gfx/FX/buttonstate.lua"
	}
I also have a proper icon.
Here are some screenshots:
Ruler designer:
http://nsa32.casimages.com/img/2013/01/31/130131015503328841.jpg

In game:
http://nsa32.casimages.com/img/2013/01/31/13013101575926965.jpg

(some problems with the accents but nothing serious I think)

the event:
http://nsa31.casimages.com/img/2013/01/31/130131015924261178.jpg

I tryed with your code but the game still crashes...


... any ideas? Someone?
 

suplanter

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is there a way to mod whether i can join a vassal's war? then second part is there a way i can mod who i transfer vassals to? e.g. i create a new titular kingdom and transfer duchies to them even though they are not their de jure liege. thanks for any help.
 

Slaxl

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Is it possible to make the mod save the game to a new folder? I mean completely new. Specifically I was wondering if I might be able to direct the game to save it in the Google Drive folder, "C:\Users\Slaxl\Google Drive\CK2\Games", so that when you save it it automatically syncs, and then if say... ahem, I was bored at work, I might be able to, using the same mod looking to the same folder, load up a game?