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Meneth

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No one knows, or is it impossible to do? :)
Depends on what you mean by free armies.
If you mean the ones that the Saxons, Norwegians, and Normans get, that's simple enough.
Take a look in the Norwegian character files and search for "spawn_unit" and you'll find what you need.
 

Marshall18

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Depends on what you mean by free armies.
If you mean the ones that the Saxons, Norwegians, and Normans get, that's simple enough.
Take a look in the Norwegian character files and search for "spawn_unit" and you'll find what you need.

Yes, that was what I meant :)

Thank you very much :D
 

Meneth

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Anything I should be looking for? I'm really not familiar with modding events at all.
Sorry, I directed you to the wrong file.
Go to religious_events.txt and use one of the Religious Order formation events there as a template for your event.
 

Lysistrata

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Sorry, I directed you to the wrong file.
Go to religious_events.txt and use one of the Religious Order formation events there as a template for your event.
The only thing is I'm sure none of the holy orders start off with a liege, how would I go about changing that for the Janissaries?
 

Meneth

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The only thing is I'm sure none of the holy orders start off with a liege, how would I go about changing that for the Janissaries?
e_ottomans = { holder_scope = { d_janissaries = { holder_scope = { set_defacto_liege = PREVPREV } } } }
Something like that should work.
 

kaycat83

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does this work?
in any case, can I have your permission to use this code (after modifying the value a bit) in one of my cb overhauls (that is for public release)?

Yes it seem to work great for preventing embargo wars against republic leaders of whom you have a good opinion.

The vanilla CB asks whether the person you're declaring war on is the leader of a republic, or whether he has a vassal that is a republic, and I simply added an opinion check of that republic's leader. Checking the agressor's opinion of characters that are part of the republic and own trade posts in the aggressor's country is a bit more complicated.

I see. What I ideally would like to do is that a ruler, for example the duchy of Barcelona can´t embargo, for example the republic of Genoa, if he has an opinion of 40 or more with all genoese patricians that own trade posts in his realm. Since this is mainly directed at playing as a patrician, (I don´t know if the AI would care about the opinion of the rulers where it has trade posts, or how to make it care). So if I play as a patrician, I would have to send gifts and send my chancellor to improve relations with the rulers where I have trade posts and since the embargo cb would only be prohibited if all trade post owners of the same republic has a good relation whith the ruler, I would have to take over other patrician families trade posts and gain a monopoly in that realm to make sure the trade posts are safe. And as new characters inherits on both ends, I would have to maintain the good relations.

But as you say it seem very complicated. I´ll play around with the codes in 00_cb_types a little to see if I can make it work, maybee trade_post_owner that is used in the seize_trade_post cb could be used in some way, (I have not a clue):confused:. Otherwise I use your sugestion, it fills the main purpose I just have to be the leader of the republic or else I can´t prevent my trade posts from being sacked.

If characters won't use the CB in that situation, even if the option exists, I'd have to mess around with the AI--I don't know how to do that. If they can't use the CB then well, they can't. That's what I went with here. If you made it a bit more complex you could make it so the opinion only mattered for the AI and not player characters, which come to think of it is probably a good idea, if you don't want to be locked out of using the CB due to your own character's opinion (which is hard to change).

If they can`t use the cb will suffice. I havn`t really thought about making the change only aply to the AI since I was trying to make it, for the player as the merchant republic point of view, but that would be a good idea. Thanks for your help.:)
 

balmung60

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Is there a way to alter vassalized mercenary companies and holy orders so that when they generate a new leader, he is of the liege's culture and religion instead of their default culture and religion? It's kind of jarring to see a Orthodox Turk show up in the middle of Poland upon the succession of the Turkic Band, especially if both the Turkish culture and the Orthodox faith have been wiped off the map.
 

Kimberly

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Is there a way to alter vassalized mercenary companies and holy orders so that when they generate a new leader, he is of the liege's culture and religion instead of their default culture and religion? It's kind of jarring to see a Orthodox Turk show up in the middle of Poland upon the succession of the Turkic Band, especially if both the Turkish culture and the Orthodox faith have been wiped off the map.

You could land him, through the console or convoluted in-game ways. Then the open elections would draw from the court, rather than random generation, and over time the rulers would become of the local culture and religion. Otherwise, perhaps you could make an on_death event for mercenary leaders, that randomly generates a new character and gives him the title?
 

Sleight of Hand

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Where can you modify the max holdings in a particular province?
Example:

...\common\Crusader Kings II\history\provinces\80 - Holland.txt

Code:
# 80 - Holland

# County Title
title = c_holland

# Settlements
[COLOR="#FF8C00"]max_settlements = 5[/COLOR]
etc...

Remember that you are restrained by the actual number of holdings available on the UI, though. I think that's seven.
 

Chris93

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Hi guys, I'm working for the Middle Earth Project team and I need your help for a trait. I'm trying to make a "Good Side" (and an Evil Side) trait for Good Forces of Middle Earth. Now I want that all characters and newborns of "religion_group_good" get this trait. But I have some problems here, in fact, the children without parents with "good_side" trait don't get the above trait, even if their religion is "religion_group_good". Here is my code:

good_side = {
birth = 100
inherit_chance = 100
potential = {
religion_group = religion_group_good
}
opposites = {
trait = evil_side
}

opposite_opinion = -50
same_opinion = 30
general_opinion = 10
}

Any ideas?
:(
 

conco

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Any way of selecting the capital for use in a decision? For example, I'm attempting to spawn troops in a player's capital, but the most I can get working is a specific province ID.
 

Kimberly

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Any way of selecting the capital for use in a decision? For example, I'm attempting to spawn troops in a player's capital, but the most I can get working is a specific province ID.

There's a handy dandy capital_scope = { } that should work. battle_events.txt has an event that uses it like this, for example:
Code:
capital_scope = {
			add_province_modifier = {
				name = war_knowledge
				duration = 365
			}
		}
 

conco

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Next, is there any way to add modifiers to proposals? For example, an opinion modifier that could override the "False Religion" proposal modifier? I can't find the files for these, are they hardcoded?
 

Teutonic_Thrash

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Remember that you are restrained by the actual number of holdings available on the UI, though. I think that's seven.
Actually you're not. You can add more than there is space on the UI, but it'll look weird.
 

Ofaloaf

Content Designer
Paradox Staff
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Feb 27, 2007
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Is there a way to make a partially limited randomizer? Like, I want to make a 'Invite foederatus to our court' decision which generates a character with martial traits and also randomly assigns either Thungingian, Alemannic, Frankish or Gothic culture to the character. As a fallback I can just make the decision use a specific Germanic culture, but it'd be cooler if it was able to randomly go between all the Germanic cultures.