FROM is the attacker. If you want pagans to be able to use it against non-pagans, then you have to specify FROM is pagan, and ROOT is not.
Those are events that can be triggered by the conversion. 39700 is the event that does the conversion:i checked playing as a hellenic and no they dont convert either, so no religions can convert. as for event 39700 what do you mean by hidden? when i searched for it all that appeared was a on_action file.
Code:# Character converts religion, for whatever reason. ROOT is the character after conversion and the FROM scope has the old religion. on_character_convert_religion = { events = { CM.10026 671 #set rival conversion flag if eligible } }
on_vassal_accepts_religious_conversion = {
events = {
39700 # Hidden event actually changing the religion
}
}
Why are you doing it manually. Just turn autosave off inside the game. If you really need to know, turn it off ingame, then search in settings.ini for 'autosave='.Anybody know in settings what is the commandline to disable autosave to cloud =no ?
Those are events that can be triggered by the conversion. 39700 is the event that does the conversion:
The event itself is in events/religious_events.txt.Code:on_vassal_accepts_religious_conversion = { events = { 39700 # Hidden event actually changing the religion } }
trigger = {
any_playable_ruler = {
# Has more piety than ROOT
}
}
It's decided by who can be a marshall. If you go into common/job_titles.txt and go to the job_marshal section and change it so the allow section is something like (assuming you want the whole religious group)How would I enable Zoroastrian women to lead armies? The description for the 'feminist' condition says it only nullifies vassal opinions.
allow = {
OR = {
AND = {
OR = {
is_female = no
AND = {
religion = cathar
liege = { religion = cathar }
}
AND = {
religion_group = zoroastrian_group
liege = { religion_group = zoroastrian_group }
}
}
OR = {
NOT = { religion = hindu }
trait = kshatriya
}
is_adult = yes
}
has_character_flag = special_marshal
}
Thank you!It's decided by who can be a marshall. If you go into common/job_titles.txt and go to the job_marshal section and change it so the allow section is something like (assuming you want the whole religious group)
Code:allow = { OR = { AND = { OR = { is_female = no AND = { religion = cathar liege = { religion = cathar } } AND = { religion_group = zoroastrian_group liege = { religion_group = zoroastrian_group } } } OR = { NOT = { religion = hindu } trait = kshatriya } is_adult = yes } has_character_flag = special_marshal }
https://dl.dropboxusercontent.com/u/41579701/religious_events.txt this is my religious events file, ik it says hidden (her dur) but i dont see it? do we hav different versions or do i have to enable something to see it?
here the mod itself https://dl.dropboxusercontent.com/u/41579701/CKII Mods/RandomSpawningReligionsExtractThisOne.zip
basically default religions cant convert even when they accept the demand?
Hello what are the lines to change to remove attrition ?
You need to define a spriteType in a .gfx file in interface linking your decision to the icon.
Why are you doing it manually. Just turn autosave off inside the game. If you really need to know, turn it off ingame, then search in settings.ini for 'autosave='.
# QUARTER 1
ca_commons_quarter_1 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_commons_quarter_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 50
build_time = 90 #3 Months
levy_size = 0.02
light_infantry = 50
pikemen = 50
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# QUARTER 2
ca_commons_quarter_2 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_commons_quarter_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
prerequisites = { ca_soup_kitchen_1
ca_public_baths_1
ca_lower_wards_1
}
upgrades_from = ca_commons_quarter_1
gold_cost = 50
build_time = 90 #3 months
levy_size = 0.02
light_infantry = 50
pikemen = 50
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# QUARTER 3
ca_commons_quarter_3 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_commons_quarter_3_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
prerequisites = { ca_soup_kitchen_2
ca_public_baths_2
ca_lower_wards_2
}
upgrades_from = ca_commons_quarter_2
gold_cost = 100
build_time = 180 #6 months
levy_size = 0.02
light_infantry = 50
pikemen = 50
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# SOUPKITCHEN 1
ca_soup_kitchen_1 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_soup_kitchen_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
prerequisites = { ca_commons_quarter_1 }
gold_cost = 50
build_time = 365
tax_income = -0.5 # Monthly Charity
supply_limit = 0.2 #200 Troop Supply
liege_piety = 0.01
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# SOUPKITCHEN 2
ca_soup_kitchen_2 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_soup_kitchen_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
prerequisites = { ca_commons_quarter_2 }
upgrades_from = ca_soup_kitchen_1
gold_cost = 50
build_time = 547 #1.5y
tax_income = -0.5 # Monthly Charity
supply_limit = 0.2 #200 Troop Supply
liege_piety = 0.01
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# SOUPKITCHEN 3
ca_soup_kitchen_3 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_soup_kitchen_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
prerequisites = { ca_commons_quarter_3 }
upgrades_from = ca_soup_kitchen_2
gold_cost = 100
build_time = 730 #2y
tax_income = -0.5 # Monthly Charity
supply_limit = 0.2 #200 Troop Supply
liege_piety = 0.01
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# PUBLICBATHS 1
ca_public_baths_1 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_public_baths_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
prerequisites = { ca_commons_quarter_1 }
gold_cost = 50
build_time = 365
disease_defence = .01
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# PUBLICBATHS 2
ca_public_baths_2 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_public_baths_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
prerequisites = { ca_commons_quarter_2 }
upgrades_from = ca_public_baths_1
gold_cost = 50
build_time = 547 #1.5y
disease_defence = .01
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# PUBLICBATHS 3
ca_public_baths_3 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_public_baths_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
prerequisites = { ca_commons_quarter_3 }
upgrades_from = ca_public_baths_2
gold_cost = 100
build_time = 730 #2y
disease_defence = .01
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# LOWERWARDS 1
ca_lower_wards_1 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_lower_wards_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
prerequisites = { ca_commons_quarter_1 }
gold_cost = 50
build_time = 365
garrison_size = .02
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# LOWERWARDS 2
ca_lower_wards_2 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_lower_wards_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
prerequisites = { ca_commons_quarter_2 }
upgrades_from = ca_lower_wards_1
gold_cost = 50
build_time = 547 #1.5y
garrison_size = .02
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
# LOWERWARDS 3
ca_lower_wards_3 = {
potential = {
FROM = {
ai = no
}
}
desc = ca_lower_wards_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
prerequisites = { ca_commons_quarter_3 }
upgrades_from = ca_lower_wards_2
gold_cost = 100
build_time = 730 #2y
garrison_size = .02
ai_creation_factor = 50
extra_tech_building_start = 100.0
}
ca_commons_quarter_1;Commons District;;;;;;;;;;;;;x
ca_commons_quarter_2;Commons District;;;;;;;;;;;;;x
ca_commons_quarter_3;Commons District;;;;;;;;;;;;;x
ca_commons_quarter_1_desc;Build a Commons District;;;;;;;;;;;;;x
ca_commons_quarter_2_desc;Upgrade your Commons District;;;;;;;;;;;;;x
ca_commons_quarter_3_desc;Upgrade your Commons District;;;;;;;;;;;;;x
ca_soup_kitchen_1;Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_2;Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_3;Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_1_desc;Build A Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_2_desc;Build a Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_3_desc;Build a Soup Kitchen;;;;;;;;;;;;;x
ca_public_baths_1;Public Baths;;;;;;;;;;;;;x
ca_public_baths_2;Public Baths;;;;;;;;;;;;;x
ca_public_baths_3;Public Baths;;;;;;;;;;;;;x
ca_public_baths_1_desc;Build a Public Baths;;;;;;;;;;;;;x
ca_public_baths_2_desc;Upgrade your Public Baths;;;;;;;;;;;;;x
ca_public_baths_3_desc;Upgrade your Public Baths;;;;;;;;;;;;;x
ca_lower_wards_1;Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_2;Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_3;Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_1_desc;Build a Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_2_desc;Upgrade your Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_2_desc;Upgrade your Lower Wards;;;;;;;;;;;;;x