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richvh

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1) in can_use section:
Code:
is_republic = no
is_patrician = no
any_liege = {
  is_republic = no
  is_patrician = no
}
 

Frostschaden

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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?
 

RedRooster81

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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?

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.
 

Frostschaden

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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.
Ah, I hadn't thought of looking there. Thank you! :)
 

Slaxl

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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. ;)

That worked, many thanks.
 

September

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Has 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.
Thanks :)

Anyone who knows anything about my other query?
Is there a way to change how FoW works? Specifically, I'd like all the players to share vision in mp.
 

richvh

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I think that other than councilors' effects on fow, fow is hardcoded.
 

RedRooster81

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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.

I'm getting creative here, Ash, but how about using a retinue, maybe light infantry? If it's multiplayer it might work to a degree to have an "ambassador" or "rangers" in your allies' capital. But I don't play MP, so I wouldn't know for sure. :)
 

richvh

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unmerged(155996)

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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"

PPS.

Essentially I go in-game and fire this through the console as a republic with multiple trade posts, the event pops up but it just won't add a building to one of the trade posts.
 

apg

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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"

you need to be in the title scope to add buildings.
 

unmerged(155996)

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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.
 
Last edited:

Arko

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I think that other than councilors' effects on fow, fow is hardcoded.

on of the buildings of tradepost has a "scouting = yes" effect. I think it is FoW related.

spymaster job uses "lift_neighbor_fow = yes" but I don't think it is usable somewhere else.
 

Darkgamma

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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.
 

unmerged(155996)

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trade_post? trading_post?
Dig around the executable.

I know the holding is called trade_post, but I do not know how to switch scope to it in a way that would allow me to build buildings in it. I gathered from vanilla republic trading events file that there is a scope "random_trade_post = {" but it didn't work for adding buildings for some reason. It's only used for seizing in vanilla, as far as I've gathered.
 
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