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Blood Royal

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Question re: Making Republics -

I've made the capital of the county a city, and given the patrician-to-be the duchy. I've also made 5 patrician dynasties with 1 patrician member each, and assigned them their own "baronies" in this format in the history/titles folder:

1510.1.1={
holding_dynasty = 5507
liege="d_endier"
holder=905
}

But the republic still shows up as unplayable in the main screen. What else needs to be done to get it playable?

Edit: Never mind, forgot landed_titles.txt!
 
Last edited:

antidualist

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Hi, not sure what the asterix is for, might have been a typo from me but it may also have been in the original adventurers code. I'll have to check later. But yes basically it seems like the conditions are all as I want them and the event gives the claim on Normandy but it just doesn't seem to trigger for any unlanded norse characters, which it should since it's set for 10 days and I played through several years.
 

jursamaj

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[/spoiler]I always get scared when I see the asterix appearing when somebody pastes some code onto the forum... it always leads to problems (make sure to use np++, or at least not wordpad)
It's just a non-breaking space. The game treats it exactly like a space, but when pasted into the forum it turns into an asterisk. As long as it looks like a space in his file, he's fine.
 

Nivve

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It's just a non-breaking space. The game treats it exactly like a space, but when pasted into the forum it turns into an asterisk. As long as it looks like a space in his file, he's fine.

Yes that's true, but not what I was referring to exactly.
It's not the asterix that directly matters as you say, however it can mean that it has other hidden characters in the file that are breaking it. I had that a couple of times, so the asterix and hidden (event-breaking) symbols could be correlated. Hence I am always cautious when I see them.
 

Nivve

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So what would you suggest I do in order to make sure there are no other characters in the file? I have notepad++ if that helps.

That's something I don't have an easy solution for. Generally the errors I encountered were fixed after painstaking debugging to determine which line was broken and then retyping it...
So let's just focus on what line actually breaks it and then see what causes it. I will see about some preliminary testing this evening, see whether I can determine what it is.

Edit: do you have a savegame that fulfill the trigger?
 
Last edited:

talias

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So what would you suggest I do in order to make sure there are no other characters in the file? I have notepad++ if that helps.
With notepad it's actually quite easy to find them, normally event files should be encoded in ANSI, select "Encoding/Encode in UTF-8 without BOM", it should show black square characters (I couldn't find any example at the moment) in place of the wrong characters, replace them with the correct ones. Afterward encode the file in ANSI again (select "Encoding/Encode in ANSI").
 

antidualist

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Edit: do you have a savegame that fulfill the trigger?

Could you clarify. Due to the triggers just wanting an unlanded Norse male to be around my assumption is that the trigger is fulfilled already, I guess it's possible that there are no unlanded Norse with health 4 and 7 diplomacy but it seems unlikely, will check tonight when I'm home. Although I had to mod my game to make there be a duchy of Normandy in 867 but if you add the event to your game and load the normal 1066 start I think all triggers should be fullfilled for at least one character.
 

antidualist

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With notepad it's actually quite easy to find them, normally event files should be encoded in ANSI, select "Encoding/Encode in UTF-8 without BOM", it should show black square characters (I couldn't find any example at the moment) in place of the wrong characters, replace them with the correct ones. Afterward encode the file in ANSI again (select "Encoding/Encode in ANSI").

Thanks will give that a try :)
 

Blood Royal

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Go to the vanilla map folder and open provinces.bmp.

You'll most likely need photoshop, or some other advanced program (more advanced than winpaint, at least :b ).

What you'll see in provinces.bmp is a 2042x2042 (?) pixel map. Each region, though it may look similar sometimes, has a unique color. Photoshop shows the RGB values, which is the precise red/blue/green code for each on a 255x255x255 scale. What I would do, is first find a map outline of the area you are going to be working on, at least an outline that shows the division between land and sea.

After you have that, you need to paint in the individual provinces, again, each in a unique color.

Then you find JonStryker's map filler tool, and download the excel sheet provinceDEF in that thread also. Then you fill it in according to the instructions provided in that thread, and you will auto-generate things like history/titles, history/provinces, common/landed_titles, flags, etc files. Huuuuge time-saver.

After that, you need some of the other map files (4-5 of of them, but you can just create a very very basic version of them in an hour or so).

Then you need to add a sea-zone and a portage in the map/adjacencies, and find the default.map file and change the

max_provinces = 770 (which is total provinces +1 ) and define the sea_starts = 688.

And voila, you have a working map. Easier said than done, though, painting hte provinces.bmp can take many hours, and many more hours will have to be spent on the provinceDEF excel sheet filling in stuff like de jure duchies, kingdoms, and baronies, cultures, religions, etc. I made the Birthright map in... I would estimate 50 hours or so. So it's a large work, but certainly not insurmountable.

Now making the map look *nice*, with terrain and heightmaps and everything, that will also take many many hours no doubt. Still haven't gotten very far on that myself.
 

antidualist

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So it turns out it was that the asterix was the issue. The event now works as does the rest of the event chain! However unfortunately if the character wins the claim rather than gaining all of Normandy as I had hoped he only gets the duchy title and one county. I guess I need to change some other stuff in the event chain. Does anyone know if it's possible to script a holy war for an unlanded character and target that at a specific title? I suppose if I could launch a more general invasion style cb that would work but I've tried just changing the cb line in the code from claim to invasion and that seemed to stop the declaration of war.

Here is the code I have for the event that starts the war:

Code:
# An ambitious landless claimant starts an adventure for the Duchy of Normandy
character_event = {
	id = NormInv.4
	desc =*OK
	picture = GFX_evt_crusaders
	border = GFX_event_normal_frame_war
	hide_window = yes # Only fires for unplayable landless characters
	
	is_triggered_only = yes
	
	trigger = {
		is_ruler = no
		prisoner = no
		NOT = { trait = incapable }
		
		any_claim = {
			has_holder = yes
			holder_scope = {
				OR = {
					# Don't target a liege unless I am ambitious
					NOT = {culture_group = north_germanic}
					NOT = { is_vassal_or_below = ROOT }
					ROOT = { trait = ambitious }
				}
			}
			OR = {
				tier = KING
				holder_scope = { tier = PREV }
			}
		}
		
		NOT = { # Somewhat clunky way of checking that the character does not stand to inherit any titles
			any_heir_title = {
				always = yes
			}
		}
	}
	
	immediate = {
		
		wealth = 500
		
		liege = {
			character_event = {
				id = NormInv.5
				days = 1
			}
		}
		
		liege = {
			capital_scope = {
				ROOT = {
					set_defacto_liege = ROOT
					create_title = {
						tier = DUKE
						landless = yes
						temporary = yes
						culture = ROOT
						name = "CLAIMANT_ADVENTURE"
						holder = ROOT
					}
					
					random_claim = {
						limit = {
							has_holder = yes
							holder_scope = {
								reverse_has_opinion_modifier = {
									who = ROOT
									modifier = opinion_claimant_adventure_target
								}
							}
							OR = {
								tier = KING
								holder_scope = { tier = PREV }
							}
						}
						holder_scope = {
							ROOT = {
								set_character_flag = claimant_adventurer
								random_list = {
									34 = {
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											leader = THIS
											match_character = PREV
											match_mult = 0.15
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.15
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.15
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.15
											match_min = 1000
											match_max = 10000	
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.15
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.15
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
									}
									33 = {
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											leader = THIS
											match_character = PREV
											match_mult = 0.1
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.1
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.1
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.1
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.1
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.1
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
									}
									33 = {
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											leader = THIS
											match_character = PREV
											match_mult = 0.08
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.08
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.08
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.08
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.08
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
										spawn_unit = {
											province = PREVPREVPREVPREV
											home = PREVPREVPREVPREV
											owner = THIS
											match_character = PREV
											match_mult = 0.08
											match_min = 1000
											match_max = 10000
											attrition = 0.25
											earmark = claimant_adventure
										}
									}
								}
							}
						}
					}
				}
			}
		}
		
		# Create some decent commander characters
		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 30
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 25
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 33
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 29
		}
		
		# Create a fleet, just to be sure
		spawn_fleet = {
			province = closest # closest sea zone
			owner = ROOT
			disband_on_peace = yes
			troops =
			{
				galleys = { 250 250 }
			}
			earmark = claimant_adventure
		}
		
		random_claim = {
			limit = {
				has_holder = yes
				holder_scope = {
					reverse_has_opinion_modifier = {
						who = ROOT
						modifier = opinion_claimant_adventure_target
					}
				}
			}
			
			holder_scope = {
				reverse_war = {
					target = ROOT
					casus_belli = claim
					thirdparty_title = PREV
				}
				reverse_remove_opinion = {
					who = ROOT
					modifier = opinion_claimant_adventure_target
				}
			}
		}
	}
	
	option = {
		name = OK
	}
}
 
Last edited:

Jerzul

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You could try setting the date of the marriage *before* game start.

Thanks...the marriages are all before the game start...I'm still getting event pop-ups. A minor issue to be sure.
 

Jia Xu

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If I make a new religion, do I also have to make a heresy for it? Will the game crash if any of the heretic conversion events pop for members of the new religion?
 

maltsefalcon204

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Hello all,

Currently trying to make an invasion event using what Paradox have supplied but just crossing the T and dotting the I in a matter of speaking =0.

Drama is the character is created but becomes a courtier of the pope and the player recieves the "invader to be" money and SE troops.

This is the script (A lot of placeholders as I'm just trying to get the script to work before I doll it up for play)

# Rise of the kievs - notification
narrative_event = {
id = var.4a
title = "EVTNAME60200"
desc = "EVTDESC60200"
major = yes

picture = "GFX_evt_mongols"
border = "GFX_event_narrative_frame_war"

only_playable = yes
hide_from = yes

trigger = {
year = 867
NOT = { year = 1010 }

religion = catholic
controls_religion = yes # Let it happen for the Pope - he's always around

NOT = { has_global_flag = kiev_rumors }
NOT = { has_global_flag = kiev_arrival }
}

mean_time_to_happen = {
months = 4
}

immediate = {
set_global_flag = kiev_rumors
activate_title = { title = e_russia status = yes }
create_random_soldier = {
random_traits = no
name = Yngvar
dynasty = 705 # kiev
culture = varangian
religion = var_slavic_pagan
age = 16
attributes = {
martial = 8
diplomacy = 4
stewardship = 5
intrigue = 4
learning = 3
}
health = 16
fertility = 0.7
trait = brilliant_strategist
trait = wroth
trait = cruel
trait = proud
trait = zealous
}
new_character = {
e_russia = {
grant_title = PREV
}
set_defacto_liege = THIS
}
}

option = {
name = "EVTOPTA60000"
}
}
# Rise of the kievs
narrative_event = {
id = var.4b
title = EVTNAME60201
desc = EVTDESC60201
major = yes
hide_new = yes

picture = GFX_evt_mongols
border = GFX_event_narrative_frame_war

only_playable = yes

trigger = {
year = 888
has_landed_title = e_russia
has_global_flag = kiev_rumors
NOT = { has_global_flag = kiev_arrival }
}

mean_time_to_happen = {
months = 6
}

option = {
name = OK
trigger = {
has_landed_title = e_russia
}
set_global_flag = kiev_arrival
set_character_flag = horde_invader
547 = { # Kiev
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the owner of Kiev
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
wealth = 2500
spawn_unit = {
owner = ROOT
leader = ROOT
province = 414 # Kiev
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}

create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 36
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}

create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
attrition = 0.1
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}

create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 547 # Kiev
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
attrition = 0.2
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 547 # Kiev
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
attrition = 0.2
}
}

# Some extra courtiers
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 20
}
create_character = {
random_traits = yes
dynasty = none
religion = var_slavic_pagan
culture = varangian
female = no
age = 25
}
create_character = {
random_traits = yes
dynasty = none
religion = var_slavic_pagan
culture = varangian
female = no
age = 26
}
create_character = {
random_traits = yes
dynasty = none
religion = var_slavic_pagan
culture = varangian
female = no
age = 28
}
create_character = {
random_traits = yes
dynasty = none
religion = norse_pagan
culture = varangian
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = none
religion = norse_pagan
culture = varangian
female = yes
age = 17
}
}
option = {
name = "EVTOPTB60201"
trigger = {
religion_group = muslim
NOT = { has_landed_title = e_russia }
}
}
option = {
name = "EVTOPTC60201"
trigger = {
religion_group = christian
NOT = { has_landed_title = e_russia }
}
}
option = {
name = "EVTOPTD60201"
trigger = {
NOT = { religion_group = christian }
NOT = { religion_group = muslim }
NOT = { has_landed_title = e_russia }
}
}
}

Any help would be great
 

Nivve

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Ignore my last question. Using the invasion cb instead of claim works.

Gratz on fixing it :)

If I make a new religion, do I also have to make a heresy for it? Will the game crash if any of the heretic conversion events pop for members of the new religion?

Not sure, but I don't think it's an issue. I have dozens of new heresy-less religions and it works fine.

Hello all,

Currently trying to make an invasion event using what Paradox have supplied but just crossing the T and dotting the I in a matter of speaking =0.

Drama is the character is created but becomes a courtier of the pope and the player recieves the "invader to be" money and SE troops.

This is the script (A lot of placeholders as I'm just trying to get the script to work before I doll it up for play)

# Rise of the kievs - notification
narrative_event = {
id = var.4a
title = "EVTNAME60200"
desc = "EVTDESC60200"
major = yes

picture = "GFX_evt_mongols"
border = "GFX_event_narrative_frame_war"

only_playable = yes
hide_from = yes

trigger = {
year = 867
NOT = { year = 1010 }

religion = catholic
controls_religion = yes # Let it happen for the Pope - he's always around

NOT = { has_global_flag = kiev_rumors }
NOT = { has_global_flag = kiev_arrival }
}

mean_time_to_happen = {
months = 4
}

immediate = {
set_global_flag = kiev_rumors
activate_title = { title = e_russia status = yes }
create_random_soldier = {
random_traits = no
name = Yngvar
dynasty = 705 # kiev
culture = varangian
religion = var_slavic_pagan
age = 16
attributes = {
martial = 8
diplomacy = 4
stewardship = 5
intrigue = 4
learning = 3
}
health = 16
fertility = 0.7
trait = brilliant_strategist
trait = wroth
trait = cruel
trait = proud
trait = zealous
}
new_character = {
e_russia = {
grant_title = PREV
}
set_defacto_liege = THIS
}
}

option = {
name = "EVTOPTA60000"
}
}
# Rise of the kievs
narrative_event = {
id = var.4b
title = EVTNAME60201
desc = EVTDESC60201
major = yes
hide_new = yes

picture = GFX_evt_mongols
border = GFX_event_narrative_frame_war

only_playable = yes

trigger = {
year = 888
has_landed_title = e_russia
has_global_flag = kiev_rumors
NOT = { has_global_flag = kiev_arrival }
}

mean_time_to_happen = {
months = 6
}

option = {
name = OK
trigger = {
has_landed_title = e_russia
}
set_global_flag = kiev_arrival
set_character_flag = horde_invader
547 = { # Kiev
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the owner of Kiev
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
wealth = 2500
spawn_unit = {
owner = ROOT
leader = ROOT
province = 414 # Kiev
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}

create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 36
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}

create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
attrition = 0.1
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}

create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 414 # Dashhowuz
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 547 # Kiev
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
attrition = 0.2
}
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 35
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 547 # Kiev
owner = PREV
troops =
{
light_infantry = { 800 800 }
heavy_infantry = { 400 400 }
knights = { 47 47 }
}
attrition = 0.2
}
}

# Some extra courtiers
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = var_slavic_pagan
culture = varangian
female = no
age = 20
}
create_character = {
random_traits = yes
dynasty = none
religion = var_slavic_pagan
culture = varangian
female = no
age = 25
}
create_character = {
random_traits = yes
dynasty = none
religion = var_slavic_pagan
culture = varangian
female = no
age = 26
}
create_character = {
random_traits = yes
dynasty = none
religion = var_slavic_pagan
culture = varangian
female = no
age = 28
}
create_character = {
random_traits = yes
dynasty = none
religion = norse_pagan
culture = varangian
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = none
religion = norse_pagan
culture = varangian
female = yes
age = 17
}
}
option = {
name = "EVTOPTB60201"
trigger = {
religion_group = muslim
NOT = { has_landed_title = e_russia }
}
}
option = {
name = "EVTOPTC60201"
trigger = {
religion_group = christian
NOT = { has_landed_title = e_russia }
}
}
option = {
name = "EVTOPTD60201"
trigger = {
NOT = { religion_group = christian }
NOT = { religion_group = muslim }
NOT = { has_landed_title = e_russia }
}
}
}

Any help would be great

grant_title should be gain_title, at least in my experience grant didn't really work as I thought it did. Also it makes sense as when he isn't granted the title he will be part of the pope's court.
 

jursamaj

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grant_title should be gain_title, at least in my experience grant didn't really work as I thought it did. Also it makes sense as when he isn't granted the title he will be part of the pope's court.
That usage of grant_title is copied straight out of the vanilla files. However, right after that, set_defacto_liege looks wrong: an emperor's only possible liege is himself.
 

Nivve

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That usage of grant_title is copied straight out of the vanilla files. However, right after that, set_defacto_liege looks wrong: an emperor's only possible liege is himself.

Hmm, then I seriously wonder what the difference between the commands are. The only thing I know is that gain_title worked in my code and grant didn't. I have to figure out why sometime in the future..

Edit: set_defacto_liege isn't even necessary here, as he will become independent automatically whne he has an equal/higher rank. Even if it was, I thought scoping to yourself with set_defacto_liege should simply make you independent.