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riknap

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a couple of quick questions, if anyone doesn't mind:

does assigning multiple tech triggers to buildings still work now?
and how would "extra_tech_building_start" work if that's the case?

edit:
also, has anyone tested if the start = { } scope still works?

because I got an answer in a PM, I thought I'd share it anyway

Yes, you can have multiple tech triggers; I've got it for my centers of trade.
I'm not 100% sure how that interacts with extra_tech_building_start, but I'd assume that all triggers then have to be exceeded by that amount.
I don't believe the start scope still works, though I haven't tested it.

thanks for the heads up
 

Dhop84

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Im trying to change bits on the HRE coronation event to fit for my purpose basically i just want the coronation but cut out the pope so this is what ive done....

Code:
# Coronation
namespace = coronation
character_event = {
	id = coronation.0    
	desc = EVTDESCcoronation.0   
	picture = GFX_evt_coronation_eng
	border = "GFX_event_normal_frame_religion"
	
	only_rulers = yes

	trigger = {
		has_landed_title = k_england
		NOT = { has_character_flag = flag_king_of_england }
	
	  mean_time_to_happen = { months = 1
	}
	
}
	option = {
		name = EVTOPTAcoronation.0    	# Excellent, now invite all the lords
		clr_character_flag = unblessed_king
		hidden_tooltip = {
			any_realm_lord = {
				limit = {
					age = 16
					NOT = { character = FROM }
					OR = {
						tier = count
						tier = duke
						tier = king
					}
					NOT = { trait = excommunicated }
					religion_group = christian
					NOT = { is_heretic = yes }
					NOT = { trait = incapable }
					prisoner = no	
				}
				letter_event = { id = coronation.20 }     # Invitation to coronation
			}
			narrative_event = { id = coronation.50 days = 60 tooltip = TOOLTIPcoronation.50 }  
			character_event = { id = coronation.51 days = 60 }    
		}
	}
}

# Coronation invites to realm lords
letter_event = {
	id = coronation.20    
	desc = EVTDESCcoronation.20    
	picture = GFX_evt_heretic
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAcoronation.20    #	# I will attend the ceremony
		set_character_flag = attend_coronation
		ai_chance = {
			factor = 0.8
			modifier = {
				factor = 1.2
				ROOT = {
					opinion = {
						who = FROM
						value = 20
					}
				}
			}
			modifier = {
				factor = 1.2
				ROOT = {
					opinion = {
						who = FROM
						value = 40
					}
				}
			}
			modifier = {
				factor = 1.6
				ROOT = {
					opinion = {
						who = FROM
						value = 60
					}
				}
			}
			modifier = {
				factor = 2.0
				ROOT = {
					opinion = {
						who = FROM
						value = 80
					}
				}
			}
			modifier = {
				factor = 2.0
				ROOT = {
					opinion = {
						who = FROM
						value = 100
					}
				}
			}
		}
	}
	option = {
		name = EVTOPTBcoronation.20     	# I have more important things to do
		ROOT = {
			opinion = {
				modifier = insulted
				who = FROM
				months = 60
			}
		}
		FROM = {
			letter_event = { id = coronation.25 }   
		}
		ai_chance = {
			factor = 0.2
			modifier = {
				factor = 10
				ROOT = {
					has_opinion_modifier = {
						who = FROM
						modifier = opinion_vengeance
					}
				}
			}
			modifier = {
				factor = 4.0
				ROOT = {
					has_opinion_modifier = {
						who = FROM
						modifier = attempted_murder
					}
				}
			}
			modifier = {
				factor = 2.0
				ROOT = {
					has_opinion_modifier = {
						who = FROM
						modifier = attempted_murder_of_spouse
					}
				}
			}
			modifier = {
				factor = 4.0
				ROOT = {
					has_opinion_modifier = {
						who = FROM
						modifier = attempted_murder_of_child
					}
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					has_opinion_modifier = {
						who = FROM
						modifier = attempted_murder_of_vassal
					}
				}
			}			
			modifier = {
				factor = 1.2
				ROOT = {
					not = {
						opinion = {
							who = FROM
							value = -20
						}
					}
				}
			}
			modifier = {
				factor = 1.2
				ROOT = {
					not = {
						opinion = {
							who = FROM
							value = -40
						}
					}
				}
			}
			modifier = {
				factor = 1.2
				ROOT = {
					not = {
						opinion = {
							who = FROM
							value = -60
						}
					}
				}
			}
			modifier = {
				factor = 1.2
				ROOT = {
					not = {
						opinion = {
							who = FROM
							value = -80
						}
					}
				}
			}
			modifier = {
				factor = 1.2
				ROOT = {
					not = {
						opinion = {
							who = FROM
							value = -99
						}
					}
				}
			}
		}
	}
}

# Inform Liege of not attending ceremony
letter_event = {
	id = coronation.25     
	desc = EVTDESCcoronation.25   
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAcoronation.25 	# I have no words for such dishonour
	}
}

# leige crowned
narrative_event = {
	id = coronation.50     
	title = EVTNAMEcoronation.50     
	desc = EVTDESCcoronation.50    
	picture = GFX_evt_coronation_eng
	border = "GFX_event_narrative_frame_religion"
	sound = church_bells
	
	is_triggered_only = yes
	
	trigger = { has_landed_title = k_england }
	
	option = {
		name = EVTOPTAcoronation.50     # This is the happiest day of my life
		set_character_flag = flag_king_of_england
		prestige = 100
		hidden_tooltip = {
			rightful_religious_head_scope = {
				reverse_opinion = {
					modifier = opinion_grateful
					who = ROOT
					months = 60
				}
				narrative_event = { id = coronation.65 }      
			}
			any_realm_lord = {
				limit = {
					has_character_flag = attend_coronation
					NOT = { character = ROOT }
				}
				character_event = { id = coronation.55 }     
				opinion = {
					modifier = opinion_attended_ceremony 
					who = ROOT
					years = 5
				}
			}
			clr_character_flag = wants_coronation
		}
	}
}

# Coronation cancelled
character_event = {
	id = coronation.51     
	desc = EVTDESCcoronation.51     

	is_triggered_only = yes
	
	trigger = { NOT = { has_landed_title = k_england } }
	
	option = {
		name = EVTOPTAcoronation.51          
		clr_character_flag = wants_coronation
	}
}

# # King crowned  - attended realm lord inform ceremony
character_event = {
	 id = coronation.55     
	 desc = EVTDESCcoronation.55    
	 picture = GFX_evt_coronation_eng
	
	 is_triggered_only = yes
	
	option = {
		name = EVTOPTAcoronation.55       # The coronation was beautiful
		prestige = 20
		clr_character_flag = attend_coronation
	}
}

# King crowned - non-attended realm lord inform
 letter_event = {
	 id = coronation.60   
	 desc = EVTDESCcoronation.60  
	
	 is_triggered_only = yes
	
	 option = {
		 name = "OK"	
	 }
#}
narrative_event = { #stylish
	id = coronation.65      
	title = EVTNAMEcoronation.65        
	desc = EVTDESCcoronation.65         
	picture = GFX_evt_coronation_eng
	border = "GFX_event_narrative_frame_religion"
	sound = church_bells

	major = yes
	
	is_triggered_only = yes
	
	major_trigger = {
		NOT = { character = FROM }
		OR = {
			ai = no
			has_character_flag = attend_coronation
		}
	}
	
	option = {
		trigger = {
			has_character_flag = attend_coronation
		}
		name = EVTOPTAcoronation.55       # The coronation was beautiful
		clr_character_flag = attend_coronation
	}
	
	option = {
		trigger = {
			NOT = { has_character_flag = attend_coronation }
			OR = {
				any_liege = { character = FROM }
				has_character_flag = supporting_king
				has_character_flag = neutral
			}	
		}
		name = "OK"	
	}
	
	option = {
		trigger = {
			NOT = { has_character_flag = attend_coronation }
			NOT = {
				OR = {
					any_liege = { character = FROM }
					has_character_flag = supporting_king
					has_character_flag = neutral
				}	
			}	
		}
		name = EVTOPTAcoronation.65  
	}
}

But when i trigger the event the txt and picture comes up but the option text dont so i cant click on it and have to quit the game . I want the event to trigger then i click to send out the invites but that part dont show up i cant see whats wrong any ideas ????
 

Korbah

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Could one not theoretically just copy the part of the code which is relevant to prestige? The game already allows succession based on who is oldest, it should be able to manage who is most prestigious.

The Republic succession mechanics is actually hardcoded, the succession law is only one part of it and trying to add that succession law to other titles renders them unplayable (or converts them to republics, I forget which now as it's been awhile since I experimented).


Addendum: Succession laws themselves are not moddable, only the prerequisites (as in, who can use that law).
Code:
		effect = {
			succession = patrician_elective
		}
This above is the actual succession type/law, you cannot edit or create new laws, you can only change this part
Code:
		potential = {
			holder_scope = { is_merchant_republic = yes }
		}
And of course the opinion effects.
(The above code is taken from the patrician elective type for Patricians families and is only an example, the actual republic succession is "open_elective" but includes hardcoded elements in addition to the law itself, that is the Republic elections and other republic mechanics. You're free to experiment on your own of course, but it won't work)
 

valvegas1

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I have an event thats firing on dec. 7th 1190 with a blank scroll...no message, no options, nothing to select and nothing to close it with. what would possibly cause this? Validator is showing a million messages but all from old gods era...nothing else wrong though.
 

unmerged(28900)

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Edit: agh, never mind, I did not realise that I could input negative values.

How do the HOLDING_SLOT_BUILD_COST_MOD and BUILDING_COST_MULT modifiers in the NEconomy section of defines.lua work?

Their default values are 0.2 and 0.5 respectively, but the way they affect the cost of new holdings and buildings does not seem to reflect the increases and decreases that I make in either value. Am I just terrible at math?
 
Last edited:

JonStryker

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I have an event thats firing on dec. 7th 1190 with a blank scroll...no message, no options, nothing to select and nothing to close it with. what would possibly cause this? Validator is showing a million messages but all from old gods era...nothing else wrong though.

If there are like 5-6 of these on top of each other then there is something wrong with one of your events. You can try to move all the events out of the mod folder and move them back in small blocks so you can pin down the one that causes it. I once had something like this when one of the pope's events fired while there weren't any Catholics in the world.
 

valvegas1

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If there are like 5-6 of these on top of each other then there is something wrong with one of your events. You can try to move all the events out of the mod folder and move them back in small blocks so you can pin down the one that causes it. I once had something like this when one of the pope's events fired while there weren't any Catholics in the world.
i'm pretty sure its just one event... i did add a feww new ones but they where all tested in the console commands and all the new ones work fine...i will try your method and see what i come up with though...thank you for the assistance...
 

peregrinator

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Code:
potential = {
year = X
}

The above should work for that. At least it should work for the year you wish to block it until.

Thanks! I should've clarified that I only needed a year. I wasn't sure if it was possible. If I wanted only players of a certain culture to build it, I'd put this year condition inside the culture condition, right?
 

Korbah

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Thanks! I should've clarified that I only needed a year. I wasn't sure if it was possible. If I wanted only players of a certain culture to build it, I'd put this year condition inside the culture condition, right?

potential = {
year = x
culture = y
}
 

Bildsturmer

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In order to tweak the game to my liking I broke up the landed_titles.txt to separate the landed, titular, and special titles into different .txt files, which had no adverse effects on the game. I then proceeded to move around some titles such as making the Duchy of Cornwall a part of the Kingdom of England rather than Wales, which also had no adverse effects. But after I moved the duchy of Carinthia and Venice under the Kingdom of Italy titles (and made the Kingdom of Venice title titular) the flags for all of the various titles changed to something other than what they were meant to be (Such as the Papacy having some Arabic character on the white background as it's flag, to my amusement). I've combed through the formatting constantly to see if I had made some error somewhere, but have been unable to find anything out of place and the CK2 validator detected no error either.

Any thoughts on what could have caused this?
 

LiteE Up

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Its sad to see that the byzantines are the only ones having fun with their prisoners, so it came to me that i need to create one for christians.. i'll be using the codes that are used for vassal castration with byzantines.. but im not sure what some of the codes do, so im asking anyone if you guys could tell me what it does... the ones i know what it does will be colored green & bolded though...

Code:
vassal_castrate_decision = {
		from_potential = {
[COLOR="#00FF00"]			[B]culture_group = byzantine[/B][/COLOR]
		}
	
		potential = {
[COLOR="#00FF00"]			[B]has_dlc = "Legacy of Rome"
			prisoner = yes
			is_female = no
			NOT = { trait = eunuch }[/B][/COLOR]
			host = { character = FROM }
		}
		allow = {
[COLOR="#00FF00"]			[B]prisoner = yes[/B][/COLOR]
		}
		effect = {
			hidden_tooltip = {
				if = {
					limit = { age = 16}
					FROM = {
						character_event = { id = LoR.832 }
					}
				}
				if = {
					limit = { NOT = { age = 16 } }
					FROM = {
						character_event = { id = LoR.834 }
					}
				}
			}
			character_event = { id = LoR.833 tooltip = "EVTTOOLTIPLoR.833" }
[COLOR="#00FF00"]			[B]add_trait = eunuch[/B][/COLOR]
			prisoner = no
			opinion = {
				modifier = opinion_castrated_me
				who = FROM
			}
			FROM = {
				if = {
					limit = { NOT = { trait = cruel } }
					random = {
						chance = 25
						add_trait = cruel
						hidden_tooltip = {
							character_event = { id = 38259 }
						}
					}
				}
				piety = -50
			}
			hidden_tooltip = {
				if = {
					limit = { FROM = { NOT = { dynasty = ROOT } } }
					any_dynasty_member = {
						opinion = {
							modifier = opinion_castrated_family
							who = FROM
						}
					}
				}
				FROM = {
					remove_opinion = { who = ROOT modifier = opinion_traitor }
					remove_opinion = { who = ROOT modifier = opinion_rebel_traitor }
					remove_opinion = { who = ROOT modifier = opinion_dishonorable }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				reverse_opinion = { who = FROM value = 40 }
			}
			modifier = {
				factor = 0
				FROM = { trait = kind }
			}
			modifier = {
				factor = 0.2 # Less likely to do it
			}
			modifier = {
				factor = 1.2
				FROM = {
					OR = {
						trait = cruel
						trait = impaler
					}
				}
			}
		}
	}

what tortures i would like to add are flagellation & chair of torture

for flagellation:
1) prisoner doesnt get freed when it is used on them, but you can only use it once on the same prisoner while he isn't freed..
2) available to all, except those with byzantine culture or orthodox religion..
2) adds wounded trait & -7 prestige per day in prison for target prisoner... the ruler who iniated the torture gets -15 piety, 1& chance of getting impaler trait & 10% chance of getting cruel trait..

for chair of torture:
1) prisoner doesnt get freed when it is used on them, but you can only use it once on the same prisoner while he isn't freed..
2) restricted to those with catholic religion, not including those with iberian cultures.. prisoner has to be at least 20yrs old
3) restricted to only kings or emperors..
4) adds wounded & ill traits, 5% chance of getting maimed trait, -2 diplomacy & -3 martial stats to prisoner.. ruler gets -69 piety, 13% chance of getting impaler trait & 20% chance of getting cruel trait..


so far this is what i have in mind on what it might look like:

Code:
vassal_flagellate_decision = {
		from_potential = {
[COLOR="#00FF00"]			[B]culture_group =[/B][/COLOR]
		}
	
		potential = {
[COLOR="#00FF00"]			[B]
			prisoner = yes
			NOT = {
				religion_group = orthodox
				culture_group = byzantine
			}
			[/B][/COLOR]
			host = { character = FROM }
		}
		allow = {
[COLOR="#00FF00"]			[B]prisoner = yes[/B][/COLOR]
		}
		effect = {
			hidden_tooltip = {
				if = {
					limit = { age = 16}
					FROM = {
						character_event = { id = LoR.832 }
					}
				}
				if = {
					limit = { NOT = { age = 16 } }
					FROM = {
						character_event = { id = LoR.834 }
					}
				}
			}
			character_event = { id = LoR.833 tooltip = "EVTTOOLTIPLoR.833" }
[COLOR="#00FF00"]			[B]add_trait = wounded[/B]
                        [B]prestige = -7[/B][/COLOR]
			[B][I][COLOR="#FF0000"]prisoner = yes[/COLOR][/I][/B] [I][SIZE=3][COLOR="#0000CD"]is this the code that prevents prisoners from being freed?[/COLOR][/SIZE][/I]
			opinion = {
				modifier = opinion_castrated_me
				who = FROM
			}
			FROM = {
				if = {
					limit = { NOT = { trait = cruel } }
					random = {
						chance = 25
						add_trait = cruel
						hidden_tooltip = {
							character_event = { id = 38259 }
						}
					}
				}
				piety = -50
			}
			hidden_tooltip = {
				if = {
					limit = { FROM = { NOT = { dynasty = ROOT } } }
					any_dynasty_member = {
						opinion = {
							modifier = opinion_castrated_family
							who = FROM
						}
					}
				}
				FROM = {
					remove_opinion = { who = ROOT modifier = opinion_traitor }
					remove_opinion = { who = ROOT modifier = opinion_rebel_traitor }
					remove_opinion = { who = ROOT modifier = opinion_dishonorable }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				reverse_opinion = { who = FROM value = 40 }
			}
			modifier = {
				factor = 0
				FROM = { trait = kind }
			}
			modifier = {
				factor = 0.2 # Less likely to do it
			}
			modifier = {
				factor = 1.2
				FROM = {
					OR = {
						trait = cruel
						trait = impaler
					}
				}
			}
		}
	}
Code:
vassal_chairtorture_decision = {
		from_potential = {
			culture_group =
		}
	
		potential = {
[COLOR="#00FF00"]			[B]prisoner = yes
			NOT = {
				religion_group = orthodox
			        religion_group = muslim
                                religion_group = pagan_group
				culture_group = iberian
			}[/B]
			OR = {
				tier = king
				tier = emperor 
			}[/COLOR]
			host = { character = FROM }
		}
		allow = {
			prisoner = yes
		}
		effect = {
			hidden_tooltip = {
				if = {
					limit = [COLOR="#00FF00"]{ age = 20}[B]
				[/B][/COLOR]	FROM = {
						character_event = { id = LoR.832 }
					}
				}
			}
			character_event = { id = LoR.833 tooltip = "EVTTOOLTIPLoR.833" }
[COLOR="#00FF00"][B]			add_trait = wounded
			add_trait = ill
			add_trait = maimed    [I][COLOR="#FF0000"]*not sure how to add a chance for this trait[/COLOR][/I]
                        dilomacy = -2
			martial = -3
			prisoner = no[/B][/COLOR]
			opinion = {
				modifier = opinion_castrated_me
				who = FROM
			}
			FROM = {
				if = {
					limit = { NOT = { trait = cruel } }
					random = {
						chance = 25
						add_trait = cruel
						hidden_tooltip = {
							character_event = { id = 38259 }
						}
					}
				}
				piety = -50
			}
			hidden_tooltip = {
				if = {
					limit = { FROM = { NOT = { dynasty = ROOT } } }
					any_dynasty_member = {
						opinion = {
							modifier = opinion_castrated_family
							who = FROM
						}
					}
				}
				FROM = {
					remove_opinion = { who = ROOT modifier = opinion_traitor }
					remove_opinion = { who = ROOT modifier = opinion_rebel_traitor }
					remove_opinion = { who = ROOT modifier = opinion_dishonorable }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				reverse_opinion = { who = FROM value = 40 }
			}
			modifier = {
				factor = 0
				FROM = { trait = kind }
			}
			modifier = {
				factor = 0.2 # Less likely to do it
			}
			modifier = {
				factor = 1.2
				FROM = {
					OR = {
						trait = cruel
						trait = impaler
					}
				}
			}
		}
	}





any help will be greatly appreciated...
 

Nelfe

Hold the door
50 Badges
Apr 16, 2008
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My question of the day (once again) :

Code:
namespace = nelfe
#Raise the oriflamme of St Denis !
character_event = {
	id = nelfe.20
	desc = "nelfe.20.oriflamme.desc"
	picture = "GFX_evt_melee"
	
	trigger = {
			is_ruler = yes
			has_landed_title = k_france
			religion = catholic
			war = yes
			NOT = { has_character_flag = oriflamme_is_raised }
			}
	
		mean_time_to_happen = {
		months = 1
			}
	
	option = {
		name = "nelfe.20.1.oriflamme.text"
		set_character_flag = oriflamme_is_raised
		add_character_modifier = {
			name = oriflamme_raised
			}
	}

}

character_event = {

	id = nelfe.21
	desc = "nelfe.21.oriflamme.desc"
	picture = "GFX_evt_melee"
	
	trigger = {
		is_ruler = yes
		has_landed_title = k_france
		religion = catholic
		war = no
		has_character_flag = oriflamme_is_raised
	}
	
	mean_time_to_happen = {
		days = 5
			}
	
	option = {
		name = "nelfe.21.1.oriflamme.text"
		remove_character_modifier = oriflamme_raised
		clr_character_flag = oriflamme_is_raised
	}
	
}

Everything goes well : if I play as the king of France and I'm at war, the event appears correctly. When the war turns off, the last event appears correctly too.
The character modifier is correctly added, but after one day it disappears. I don't know what do this, I think it has something to do with the character_flag but I'm not sure.