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richvh

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@ngppgn: No, no dynasty flags or variables.
@Blood Royal: has_building is only valid in holding scope, not province scope. Since you're only worried about the capital holding, use this trigger:
Code:
trigger = {
   capital_holding = {
      has_building = ca_province_0
   }
}

Now then, does anyone have any ideas on how to tell if religion_flex or culture_flex is having any affect, and if it can be used as an effect outside technology? There aren't any tooltips I'm aware of that reflect its value.
 

ngppgn

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@ngppgn: No, no dynasty flags or variables.
@Blood Royal: has_building is only valid in holding scope, not province scope. Since you're only worried about the capital holding, use this trigger:
Code:
trigger = {
   capital_holding = {
      has_building = ca_province_0
   }
}

Now then, does anyone have any ideas on how to tell if religion_flex or culture_flex is having any affect, and if it can be used as an effect outside technology? There aren't any tooltips I'm aware of that reflect its value.

Thanks, dynasty vriables are missing from the modding suggestions. Also, I've seen culture flex used in culture static modifers in EK, maybe anyone in the team has an insight into that?
 

Blood Royal

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Thanks richvh, as always :)

Cheers!

Edit:

trigger = {
capital_holding = {
has_building = ca_province_0
}
}

This worked, but now I just learned that capitals can change during gameplay... is there a more generic _holding scope that includes all holdings?

I tried any_holding = { but it didn't work...
 
Last edited:

Blood Royal

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Uggh, sorry to keep posting here, but I've had a long day of modding, and my brain is not quite working anymore :D

if = {
AND = {
capital_holding = {
has_building = ca_province_0
}
capital_holding = {
AND = {
NOT = { has_building = ca_province_1 }
NOT = { has_building = ca_province_2 }
NOT = { has_building = ca_province_3 }
NOT = { has_building = ca_province_4 }
NOT = { has_building = ca_province_5 }
NOT = { has_building = ca_province_6 }
NOT = { has_building = ca_province_7 }
NOT = { has_building = ca_province_8 }
NOT = { has_building = ca_province_9 }
NOT = { has_building = ca_province_10 }
}
}
}
add_province_modifier = { name = province0 duration = -1 }
}

The intention is to add a modifier called province0 IF the province has a building called ca_province_0 but NOT if it has one of a higher level (because in that case, another IF clause will add the appropriate modifier).

Yet for some odd reason, it keeps adding the modifier province0 to provinces, even if there are other buildings there of higher level... I've tried 3 different variations, moving around the NOTs and such, but still no go...

Edit:

This doesn't work either, though I thought I had finally fixed it...

if = {
AND = {
capital_holding = {
has_building = ca_province_0
}
AND = {
capital_holding = { NOT = { has_building = ca_province_1 } }
capital_holding = { NOT = { has_building = ca_province_2 } }
capital_holding = { NOT = { has_building = ca_province_3 } }
capital_holding = { NOT = { has_building = ca_province_4 } }
capital_holding = { NOT = { has_building = ca_province_5 } }
capital_holding = { NOT = { has_building = ca_province_6 } }
capital_holding = { NOT = { has_building = ca_province_7 } }
capital_holding = { NOT = { has_building = ca_province_8 } }
capital_holding = { NOT = { has_building = ca_province_9 } }
capital_holding = { NOT = { has_building = ca_province_10 } }
}
}
add_province_modifier = { name = province0 duration = -1 }
}
 
Last edited:

ngppgn

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Uggh, sorry to keep posting here, but I've had a long day of modding, and my brain is not quite working anymore :D

if = {
AND = {
capital_holding = {
has_building = ca_province_0
}
capital_holding = {
AND = {
NOT = { has_building = ca_province_1 }
NOT = { has_building = ca_province_2 }
NOT = { has_building = ca_province_3 }
NOT = { has_building = ca_province_4 }
NOT = { has_building = ca_province_5 }
NOT = { has_building = ca_province_6 }
NOT = { has_building = ca_province_7 }
NOT = { has_building = ca_province_8 }
NOT = { has_building = ca_province_9 }
NOT = { has_building = ca_province_10 }
}
}
}
add_province_modifier = { name = province0 duration = -1 }
}

The intention is to add a modifier called province0 IF the province has a building called ca_province_0 but NOT if it has one of a higher level (because in that case, another IF clause will add the appropriate modifier).

Yet for some odd reason, it keeps adding the modifier province0 to provinces, even if there are other buildings there of higher level... I've tried 3 different variations, moving around the NOTs and such, but still no go...

Edit:

This doesn't work either, though I thought I had finally fixed it...

if = {
AND = {
capital_holding = {
has_building = ca_province_0
}
AND = {
capital_holding = { NOT = { has_building = ca_province_1 } }
capital_holding = { NOT = { has_building = ca_province_2 } }
capital_holding = { NOT = { has_building = ca_province_3 } }
capital_holding = { NOT = { has_building = ca_province_4 } }
capital_holding = { NOT = { has_building = ca_province_5 } }
capital_holding = { NOT = { has_building = ca_province_6 } }
capital_holding = { NOT = { has_building = ca_province_7 } }
capital_holding = { NOT = { has_building = ca_province_8 } }
capital_holding = { NOT = { has_building = ca_province_9 } }
capital_holding = { NOT = { has_building = ca_province_10 } }
}
}
add_province_modifier = { name = province0 duration = -1 }
}

Shouldn't the antecedent of the if-clause inside a limit ={}?
 

omega20056

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I assume it's impossible to lower the amount of galleys you can raise without tweaking the levy multipliers?

I'd like to reduce the amount of galleys by an average of 50% without touching the levy numbers. Is there a command to reduce galley numbers?
 
Last edited:

Blood Royal

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Shouldn't the antecedent of the if-clause inside a limit ={}?

Lol, you're right, of course... I forgot the limit = { part!

That's why one shouldn't try writing events when feeling brain-dead after a long day :D

Thanks!
 

havenost

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Does anyone know how to change the default succession laws from agnatic gravel kind to something like absolute cognatic feudal elective without having to manually edit every single file in the "titles" folder?
 

richvh

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Aren't the default succession laws agnatic-cognatic gavelkind? And no, I don't think the default can be changed, you'll have to manually edit all the files, or run a maintenance event on startup.
 

richvh

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Uggh, sorry to keep posting here, but I've had a long day of modding, and my brain is not quite working anymore :D

if = {
AND = {
capital_holding = {
has_building = ca_province_0
}
capital_holding = {
AND = {
NOT = { has_building = ca_province_1 }
NOT = { has_building = ca_province_2 }
NOT = { has_building = ca_province_3 }
NOT = { has_building = ca_province_4 }
NOT = { has_building = ca_province_5 }
NOT = { has_building = ca_province_6 }
NOT = { has_building = ca_province_7 }
NOT = { has_building = ca_province_8 }
NOT = { has_building = ca_province_9 }
NOT = { has_building = ca_province_10 }
}
}
}
add_province_modifier = { name = province0 duration = -1 }
}

The intention is to add a modifier called province0 IF the province has a building called ca_province_0 but NOT if it has one of a higher level (because in that case, another IF clause will add the appropriate modifier).

Yet for some odd reason, it keeps adding the modifier province0 to provinces, even if there are other buildings there of higher level... I've tried 3 different variations, moving around the NOTs and such, but still no go...

Edit:

This doesn't work either, though I thought I had finally fixed it...

if = {
AND = {
capital_holding = {
has_building = ca_province_0
}
AND = {
capital_holding = { NOT = { has_building = ca_province_1 } }
capital_holding = { NOT = { has_building = ca_province_2 } }
capital_holding = { NOT = { has_building = ca_province_3 } }
capital_holding = { NOT = { has_building = ca_province_4 } }
capital_holding = { NOT = { has_building = ca_province_5 } }
capital_holding = { NOT = { has_building = ca_province_6 } }
capital_holding = { NOT = { has_building = ca_province_7 } }
capital_holding = { NOT = { has_building = ca_province_8 } }
capital_holding = { NOT = { has_building = ca_province_9 } }
capital_holding = { NOT = { has_building = ca_province_10 } }
}
}
add_province_modifier = { name = province0 duration = -1 }
}

As others have said, you need a limit. If the higher level province buildings are upgrades from the lower level ones, you won't have to test for Every. Single. Level. Something like this ought to do:
Code:
capital_holding = {
   if = {
      limit = {
         has_building = ca_province_0
         NOT = {
            has_building = ca_province_1
         }
      }
      add_province_modifier = {
         name = province_0
         duration = -1
      }
   }
}
Oh, and use code tags and proper indenting next time, it makes things easier to read. And there's an implicit AND everywhere except inside an OR or NOT, and
Code:
NOT = {
   <condition 1>
   <condition 2>
}
is equivalent to
Code:
NOT = { <condition 1> }
NOT = { <condition 2> }
 

havenost

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Aren't the default succession laws agnatic-cognatic gavelkind? And no, I don't think the default can be changed, you'll have to manually edit all the files, or run a maintenance event on startup.

A maintenance event?

Also it might be agnatic-cognatic as default... which is irrelevant to the what I want to do. All I want to do is find a more efficient way of changing whatever the default succession laws are to something else without having to open up like 30000 title files.

But thanks for the response!
 

richvh

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Yes, a maintenance event, something like:
Code:
namespace = maint
character_event = {
   id = maint.1 #Change ID if running with another mod that uses this namespace
   hide_window = yes
   trigger = {
      NOT = {
         has_global_flag = succession_set
      }
   }
   mean_time_to_happen = {
      days = 1
   }
   immediate = {
      set_global_flag = succession_set
      any_playable_ruler = {
         any_demesne_title = {
            limit = {
               is_feudal = yes
               is_patrician = no
            }
            gender_succ = true_cognatic
            succession = feudal_elective
         }
      }
   }
}
 

LDRevolution

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A maintenance event?

Also it might be agnatic-cognatic as default... which is irrelevant to the what I want to do. All I want to do is find a more efficient way of changing whatever the default succession laws are to something else without having to open up like 30000 title files.

But thanks for the response!

You can always download Notepad++, Open it up and press "Control+F", then click "Find in Files", Then in "Find What" type agnatic with cognatic, but Richvh maintenance event also works.
 

havenost

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You can always download Notepad++, Open it up and press "Control+F", then click "Find in Files", Then in "Find What" type agnatic with cognatic, but Richvh maintenance event also works.

I already use notepad ++.

The issue is that there is nothing to find and replace in the title files. You have to manually type in something like "law = true_cognatic_succession" or "law = succ_tanistry".

If you're suggesting I change the succession file itself where it says

Code:
effect = {
			succession = gavelkind
		}

I don't want to remove gavelkind altogether, I just want to change it from being default.

Not to mention this method doesn't work, it only prevents you from changing to gravelkind, not actually change the starting succession laws to something else.
 
Last edited:

Rylock

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Aren't the default succession laws agnatic-cognatic gavelkind? And no, I don't think the default can be changed, you'll have to manually edit all the files, or run a maintenance event on startup.

You can indeed change the defaults.

The way it works is the follows:

For succession laws, it goes to the succession_laws decision file and starts at the very top (which is gavelkind, usually) and evaluates the potential. If it's possible for the law to apply, it will. If it isn't, it moves to the next in the list, and so forth.

For gender laws, it's a little different...it starts with agnatic_cognatic no matter what order you put the gender laws in. Don't ask me why. Again, however, it evaluates the potential for each and moves down the list until it finds one that is true.

In either case, an entry in the history file for the title will override the result.

So the way to change the default is to change what returns true at the start of the game. If you look in the CK2Plus succession_laws file, we've applied OR statements so certain cultures have different defaults.
 

jursamaj

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I assume it's impossible to lower the amount of galleys you can raise without tweaking the levy multipliers?

I'd like to reduce the amount of galleys by an average of 50% without touching the levy numbers. Is there a command to reduce galley numbers?
You'd need to change the 'galleys = N' in each building (18 of them), in each mercenary company (3), and in the family palace static modifier. Additionally, there are 13 'galleys = { N N }' in spawn_fleet commands in events and a decision.

A total of 35 changes in 11 files.
 

jursamaj

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You can indeed change the defaults.

The way it works is the follows:

For succession laws, it goes to the succession_laws decision file and starts at the very top (which is gavelkind, usually) and evaluates the potential. If it's possible for the law to apply, it will. If it isn't, it moves to the next in the list, and so forth.

For gender laws, it's a little different...it starts with agnatic_cognatic no matter what order you put the gender laws in. Don't ask me why. Again, however, it evaluates the potential for each and moves down the list until it finds one that is true.

In either case, an entry in the history file for the title will override the result.

So the way to change the default is to change what returns true at the start of the game. If you look in the CK2Plus succession_laws file, we've applied OR statements so certain cultures have different defaults.
Is this procedure only used at the start of a campaign, or also when a title is created or activated? Any other times? I ask because one might need a maintenance event to set a flag at campaign start if they wanted a distinct default at campaign start than at later times.
 

Rylock

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Is this procedure only used at the start of a campaign, or also when a title is created or activated? Any other times? I ask because one might need a maintenance event to set a flag at campaign start if they wanted a distinct default at campaign start than at later times.

It's at any time. In fact, it's re-evaluate when the trait is inherited, as well, which is why we had to include in the OR statement a check for whether that law is currently set--else it'll revert a law that's been changed from the default. You could, however, make the OR statement as complicated as you wanted.

That said, if you intend to do something intricate, a maintenance event might be your better bet.