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rageair

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Hello! I'm trying to find a way to mod the EU4 Converter so that when countries are exported as unified, some vassals get to keep their cores (possibly determined by the MAX_VASSALS clause in defines.lua).

To give an example of why I'd like to do this:
In one of my games, a muslim Andalucia conquered the entirety of europe, including a large Bavaria during the last 30 years of the game. I find it boring to see that the converter does not even grant one other country cores on the former Bavarian lands, ideally, I'd like to see everything outside of the de jure area of the kingdom/empire keep the cores of any present vassals, even if the country is exported in one solid blob. This would make it possible for large countries to be broken up in a way other than outright conquest.

Does anyone know if this is doable? I'd really like for this to be possible, but by poking around in the files in the eu4_converter folder I see no clear path to achieving this.

Any help is appreciated! Thank you!
 

Krateng

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Need a question answered...
I am looking for a condition that checks how many wives a character has. I thought it might be something like num_wives or something like that. Is there a condition something like this that will check the number of wives a character has?

If you only need to know if he has more than one, a spouse scope and then the condition is_main_spouse would give you the result, in case that helps. For the actual number, the only way I can think of is very complicated. Add a character flag spouses_0, then send an event to every spouse that will send an event back to the root, with the effect

Code:
if = {
limit = {
has_character_flag = spouses_0
}
set_character_flag = spouses_1
clr_character_flag = spouses_0
}


if = {
limit = {
has_character_flag = spouses_1
}
set_character_flag = spouses_2
clr_character_flag = spouses_1
}

etc.

So each spouse will send this event back once, and it will 'count' up the number of events.
 

Nivve

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Thanks alot buddy .The decisions themselves end with buildings being built so with ai = no that would mean that the ai wont have these buildings built wont it ? So should i change to ai = yes or is there something else i would need to do?

I am not sure what all the byzantine decisions do, but I assume that only the byzantine empire can use them. So when you hide the decisions the AI wouldn't be able to use them anyway, since you are the byzantine empire (you can even add that in the potential for the extra two events). As long as you are not the byzantine empire and you do not activate the hide decisions, there is nothing to prevent the AI from taking the byzantine decisions.
 

Dhop84

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I am not sure what all the byzantine decisions do, but I assume that only the byzantine empire can use them. So when you hide the decisions the AI wouldn't be able to use them anyway, since you are the byzantine empire (you can even add that in the potential for the extra two events). As long as you are not the byzantine empire and you do not activate the hide decisions, there is nothing to prevent the AI from taking the byzantine decisions.
Yep you can only use these decisions if your the Byzantine Empire what it is im querying is can the ai use these decisions if they where the Byzantines or will the hide stop them using it completely.
 

Nivve

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Yep you can only use these decisions if your the Byzantine Empire what it is im querying is can the ai use these decisions if they where the Byzantines or will the hide stop them using it completely.

Technically this is indeed the case, however as long as you don't forget to set it to show it will not happen (the show/hide in the current form will always be available to you).
You can always have an OR statement to make it better for this:
Code:
potential = {
OR = {
AND = { ai = no NOT = { has_global_flag = byzantine_hidden } }
ai = yes
}
}
This will make it available for the AI, but for the player it is dependent on the global flag.
 

Dhop84

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Technically this is indeed the case, however as long as you don't forget to set it to show it will not happen (the show/hide in the current form will always be available to you).
You can always have an OR statement to make it better for this:
Code:
potential = {
OR = {
AND = { ai = no NOT = { has_global_flag = byzantine_hidden } }
ai = yes
}
}
This will make it available for the AI, but for the player it is dependent on the global flag.
Ok cool thanks so i put this in the show and hide decisions ?
 

Nivve

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Ok cool thanks so i put this in the show and hide decisions ?

No, the show and hide decision just add or remove the flag. You have to put this in the decisions you want to hide, telling them how to react to the global flag.
 

Dhop84

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No, the show and hide decision just add or remove the flag. You have to put this in the decisions you want to hide, telling them how to react to the global flag.
Cheers ,Silly question but the...
Code:
potential = {
OR = {
AND = { ai = no NOT = { has_global_flag = byzantine_hidden } }
ai = yes
}
}
I put that in instead of just the NOT = { has_global_flag = byzantine_hidden } that you told me to add earlier yeah ?
 

Nivve

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Cheers ,Silly question but the...
Code:
potential = {
OR = {
AND = { ai = no NOT = { has_global_flag = byzantine_hidden } }
ai = yes
}
}
I put that in instead of just the NOT = { has_global_flag = byzantine_hidden } that you told me to add earlier yeah ?

That's correct.
 

Tecnócrata

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While testing a province event I see that in the console the trigger "port = yes" translates as "Does NOT have a port". What is wrong, the tip or the trigger (works reversed)?

Many thanks.
 

Nivve

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While testing a province event I see that in the console the trigger "port = yes" translates as "Does NOT have a port". What is wrong, the tip or the trigger (works reversed)?

Many thanks.

So what happens when you say 'port = no' ?
 

selteur

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Hi I want to know how to do an event / decision to convert the religion / culture of all people of my kingdom in my religion / culture?
 

Nivve

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Hi I want to know how to do an event / decision to convert the religion / culture of all people of my kingdom in my religion / culture?

Something in the line of:
ROOT = { any_realm_character = { reverse_religion = ROOT } } # or just 'religion', not sure
 

Nivve

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Does the the (reign_start = yes)...work ? If not whats the best way to have an event fire at the begining of a reign ? Is it the (has_landed_title = ***)?

You could use an on_death event, since a death event for one ruler is the start event for their heir.
 

Damocles

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I'm trying to use decisions, to model the hiring of freebooters while on campaign...It's a long story.

Anyways, the way I have it, is that it says that 'a 3500 man regiment is going to arrive at Province B', where the actual, in command character is, but the regiment always appears back at the capital, and teleports the character back there as the regiment's leader.

Is there any way to make it...what scope am I missing for example, to make it so that a simple regiment of troops will simply pop up in whatever province the character is leading an army? Currently, it's looking like this:

effect = {
ROOT = {
spawn_unit = {
province = ROOT
troops =
{
light_cavalry = { 100 100 }
light_infantry = { 1000 1000 }
heavy_infantry = { 250 250 }
knights = { 25 25 }
archers = { 500 500 }
}
} }
scaled_wealth = -0.20
}

The numbers are random. It's the effect I'm trying to get right...And I've gone through about 20 different iterations of the above. But the closest I've got is the decision text telling me it'll arrive at the right province, even when it shows up back at the capital.

Is there any way to spawn a unit without the leader automatically being made your character, without having to create a new character?
 

talias

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I'm trying to use decisions, to model the hiring of freebooters while on campaign...It's a long story.

Anyways, the way I have it, is that it says that 'a 3500 man regiment is going to arrive at Province B', where the actual, in command character is, but the regiment always appears back at the capital, and teleports the character back there as the regiment's leader.

Is there any way to make it...what scope am I missing for example, to make it so that a simple regiment of troops will simply pop up in whatever province the character is leading an army? Currently, it's looking like this:

The numbers are random. It's the effect I'm trying to get right...And I've gone through about 20 different iterations of the above. But the closest I've got is the decision text telling me it'll arrive at the right province, even when it shows up back at the capital.

Is there any way to spawn a unit without the leader automatically being made your character, without having to create a new character?

In the province line you refer to ROOT which is the character that uses the event. You should refer to province scope somehow, something like this should work:
Code:
		effect = {
			location = {
				ROOT = {
					spawn_unit = {
						province = PREV
						troops = {
							light_cavalry = { 100 100 }
							light_infantry = { 1000 1000 }
							heavy_infantry = { 250 250 }
							knights = { 25 25 }
							archers = { 500 500 }
						}
					}
				}
			}
			scaled_wealth = -0.20
		}
There is lots of examples in events, just search for spawn_unit.