1) in can_use section:
Code:
is_republic = no
is_patrician = no
any_liege = {
is_republic = no
is_patrician = no
}
is_republic = no
is_patrician = no
any_liege = {
is_republic = no
is_patrician = no
}
Is it possible to set the liege of characters as a title (E.g., the titular duke of Spoons will be a vassal of whoever the Byzantine Emperor is), or do I manually have to use the employer tag with the ids?
Ah, I hadn't thought of looking there. Thank you!In /history/titles, in the file for k_spoons, you put in the line liege = e_byzantium at the correct date. Look at a file like /history/titles/d_normandy.txt; d_lombardia; or another title that changed allegiances a lot to understand how to code it.
you can try to add a file called "userdir.txt" to base game directory.
just enter your custom path into it, here C:\Users\Slaxl\Google Drive\CK2\Games
that's it. it will save there your games, temp gfx, logs, screenshots too... if it works of course.![]()
ThanksHas no in-game effect at all, the game only cares if you have islands not listed there. It does mean the provinces are checked for adjacensies twice during the setup stage but that doesn't matter.
Is there a way to change how FoW works? Specifically, I'd like all the players to share vision in mp.
Ah, shame.
It would be cool to get certain modifiers providing a peek into a specific county... As in a "spy_network" or something like it.
Oh well. I guess I have to wait for the far future DLC.You can't.
character_event = {
id = 88444
desc =*EVTDESC88444
picture = GFX_evt_busy_trading_dock_republic
is_triggered_only = yes
option = {
name = "EVTOPTA88444"
random_trade_post = {
if = {
limit = { NOT = {has_building = tr_port_1} }
add_building = tr_port_1
}
if = {
limit = {
NOT = {has_building = tr_port_2}
has_building = tr_port_1
}
add_building = tr_port_2
}
if = {
limit = {
NOT = {has_building = tr_port_3}
has_building = tr_port_2
}
add_building = tr_port_3
}
}
}
}
I have a question:
Is it possible to add buildings to trade posts via events? I've been trying and trying but I just can't get it to work. I have tried it with events like this:
Code:character_event = { id = 88444 desc =*EVTDESC88444 picture = GFX_evt_busy_trading_dock_republic is_triggered_only = yes option = { name = "EVTOPTA88444" random_trade_post = { if = { limit = { NOT = {has_building = tr_port_1} } add_building = tr_port_1 } if = { limit = { NOT = {has_building = tr_port_2} has_building = tr_port_1 } add_building = tr_port_2 } if = { limit = { NOT = {has_building = tr_port_3} has_building = tr_port_2 } add_building = tr_port_3 } } } }
And I've also tried it with the random_demesne_title scope, and using constructbuildings but nothing seems to work. Is it even possible? Because I'd really like being able to do this, I have some nice stuff planned and I'll be a little bummed if it's impossible.
PS.
I've also tried it without the ifs and so on, just a "add_building tr_port_1" and "constructbuilding = tr_port_1"
I think that other than councilors' effects on fow, fow is hardcoded.
Would you have any idea what would work for it then? Random_demesne_title didn't for me. I don't know what kind of a title trade_post is. Or if it is even considered "demesne" in the way castles and cities are.
EDIT:
I just tested. Trade posts do not fall into the any_demesne_title category, but the family palace does. How to get the title scope for a trade post remains a mystery to me.
trade_post? trading_post?
Dig around the executable.