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Thobewill

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I tried to create a kingdom-level republic. I created 5 dynasties, created palaces for them and assigned the correct holding dynasties and holders. The king (who is the head of one of the patrician families) has a coastal city as his capital holding. Yet, it won't let me play as him, and displays him as "King" instead of "Lord Mayor." when I load the game as someone else, he immediately becomes a lord mayor. What's happening?
 

richvh

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Is the city scripted to be the capital holding of the county in history/provinces?
 

Thobewill

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Is the city scripted to be the capital holding of the county in history/provinces?

Yes, it is. Here's the province history file
Code:
# c_tacna

# County Title
title = c_tacna

# Settlements
max_settlements = 5
capital = b_tacna
b_tacna = city

# Misc
culture = aymara
religion = inca

#History
1050.1.1 = {
	b_tacna = ct_wall_1
	b_tacna = ct_wall_2
	b_tacna = ct_port_1
	b_tacna = ct_port_2
	b_tacna = ct_shipyard_1
	b_tacna = ct_marketplace_1
	b_tacna = ct_marketplace_2
	b_tacna = ct_wall_q_1
	b_tacna = ct_barracks_1
	b_tacna = ct_training_grounds_1
}
1250.1.1 = {
	culture = chimu
}
1450.1.1={
	culture=quechua
}
 

richvh

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First barony listed is always the capital, so no need for the capital = b_tacna line (and I've only ever seen that used in a date block.)

You have max_settlements set to 5... do you have more than one barony listed under c_tacna in landed_titles? You can't build holdings if there aren't baronies defined for the county.

The capital line might be bugging out the province. Is it a city holding in-game?

Is he scripted to be the holder of the dynastic family palace, city, county and higher title at or before game start?
 

richvh

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Tribals get extra troops based on the empty holdings, so it might.
 

Thobewill

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First barony listed is always the capital, so no need for the capital = b_tacna line (and I've only ever seen that used in a date block.)

You have max_settlements set to 5... do you have more than one barony listed under c_tacna in landed_titles? You can't build holdings if there aren't baronies defined for the county.

The capital line might be bugging out the province. Is it a city holding in-game?

Is he scripted to be the holder of the dynastic family palace, city, county and higher title at or before game start?

Got rid of the capital line, changed max settlements to 1, still bugs.

He holds 3 counties, 2 duchies, and a kingdom at game start. He is not listed in the republic list on the side and it says I'm not allowed to play republics when trying to select him.
 

olupien

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Could someone please provide me with any information regarding sound modding? I know well enough how to replace sounds, but I am uncertain how the sound.fx or whichever file references the sound files to be called upon in the interface or events files etc? any insight? I'd really appreciate it. Thanks in advance.
 

omega20056

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I modded the converter and now it's causing runtime errors if I try to convert. What could be causing this? All I did was move around a few cultures/religions and add some new nations.
 

magickware99

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I have a question about the "intermarry" parameters.

I've added "intermarry = Catholic" to Sunni and "intermarry = Sunni" to Catholics, but it doesn't seem to be working. This has been successful before (sometime last year when I last modded the religion file), but now it doesn't work.

Am I forgetting something? Or has there been a change that I'm not aware of?

Thanks.
 

richvh

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Got rid of the capital line, changed max settlements to 1, still bugs.

He holds 3 counties, 2 duchies, and a kingdom at game start. He is not listed in the republic list on the side and it says I'm not allowed to play republics when trying to select him.

The 3 counties part might be the problem. Are their capitals cities? Is the coastal city county scripted to be the kingdom capital in landed titles?
 

Sleight of Hand

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Is there a list/document of all known current triggers and acceptable syntax?

More specifically, can I use 'is_tribal = yes/no' and 'is_feudal = yes/no' as decision and event triggers? They seem quite obvious so I assume so, but now we have actual tribal holdings I just wanted to be sure.
 

DC123456789

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Tribals get extra troops based on the empty holdings, so it might.

Other than that, would it cause any actual problems? Or would they be like the temples that are scattered across tribal lands in vanilla?
 

Dhop84

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Hi all quick question in this decision i want the character available for whoever completely controls the listed places until the title of d_latin_of_the_east_indies is actived . I then want to add the effect to be whoever has triggered this event say the owner of b_bithor gets a new character created who gets the title of d_latin_of_the_east_indies and b_bithor or if youve triggered the decision because you own b_puthia you get a new character created who will get the title d_latin_of_the_east_indies and b_puthia how would i put that in
Code:
establish_latin_of_the_east_indies = {
		is_high_prio = yes
	
		potential = {
			has_dlc = "Sons of Abraham"
			religion = catholic
			OR = {
			   completely_controls = b_bithor  
			   completely_controls = b_puthia 
			   completely_controls = b_yadavagiri  
			   completely_controls = b_landhi  
			   completely_controls = b_kasur  
			   completely_controls = b_mehrauli  
			   completely_controls = b_kamboika 
			   completely_controls = b_vadnagar  
			   completely_controls = b_pushkar  
			   completely_controls = b_mahakaleshwar  
			   completely_controls = b_garha  
			   completely_controls = b_madan_kamdev  
			   completely_controls = b_konarak  
			   completely_controls = b_odantapuri  
			   completely_controls = b_rajagrha   
			   completely_controls = b_ellora  
			   completely_controls = b_grishneshwar  
			   completely_controls = b_umapur  
			   completely_controls = b_nagapattinam  
			   completely_controls = b_srisailam  
			   completely_controls = b_palampet  
			   completely_controls = b_samantakuta  
			}
			NOT = { is_title_active = d_latin_of_the_east_indies }
		}
		
		allow = {
			piety = 1000
			OR = {
				owns = 1356 # Kanyakubja
				owns = 1151 # Laksmanavati
				owns = 1210 # Manyaketha
				owns = 1297 # Debul
				owns = 1362 # Lahur 
				owns = 1365 # Delhi 
				owns = 1292 # Sarasvata Mandala 
				owns = 1346 # Ajayameru 
				owns = 1288 # Ujjayini 
				owns = 1271 # Tripuri 
				owns = 1321 # Kamarupanagara 
				owns = 1129 # Kataka
				owns = 1154 # Magadha 
				owns = 1145 # Devagiri 
				owns = 1143 # Kalyani 
				owns = 1115 # Cholamandalam 
				owns = 1122 # Udayagiri 
				owns = 1256 # Orangallu 
				owns = 1215 # Dakhina Desa
				any_realm_lord = {
					owns = 1356
				}
				any_realm_lord = {
					owns = 1151
				}
				any_realm_lord = {
					owns = 1210
				}
				any_realm_lord = {
					owns = 1297
				}
				any_realm_lord = {
					owns = 1362
				}
				any_realm_lord = {
					owns = 1365
				}
				any_realm_lord = {
					owns = 1292
				}
				any_realm_lord = {
					owns = 1346
				}
				any_realm_lord = {
					owns = 1288
				}
				any_realm_lord = {
					owns = 1271
				}
				any_realm_lord = {
					owns = 1321
				}
				any_realm_lord = {
					owns = 1129
				}
				any_realm_lord = {
					owns = 1154
				}
				any_realm_lord = {
					owns = 1145
				}
				any_realm_lord = {
					owns = 1143
				}
				any_realm_lord = {
					owns = 1115
				}
				any_realm_lord = {
					owns = 1122
				}
				any_realm_lord = {
					owns = 1256
				}
				any_realm_lord = {
					owns = 1215
				}
			}
		}
		
		effect = {
			activate_title = { title = d_latin_of_the_east_indies status = yes }
			hidden_tooltip = {
				create_random_priest = {
					dynasty = none
					random_traits = yes
				}
				new_character = {
					d_latin_of_the_east_indies = {
						grant_title = PREV
					}
					b_alexandria = {
						grant_title = PREV
					}
					set_defacto_liege = ROOT
					wealth = 500
					opinion = {
						who = ROOT
						modifier = opinion_creator_of_rel_heal
					}
				}
				
				religion_authority = {
					modifier = patriarchy_instituted
					years = 20
				}
			}
			piety = 500
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}