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Slayen

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Ok, so, had some mixed success. I've got it now that I'm getting the king crowns on my emperor... and so it seems is every other celtic character of any title type (even unlanded prince). I think I've reached the limit of my sleep deprived brain.

Code:
	# Royal crown/turban 1
	1 = {
		factor = 1
[COLOR="#00FF00"]		modifier = {
			culture_group = celtic
			AND = {
				OR = {
					real_tier = emperor
					spouse = { real_tier = emperor }
				}
			}
		}[/COLOR]		
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
			[COLOR="#00FF00"]NOT = {
				culture_group = celtic
				AND = {
					OR = {
						real_tier = emperor
						spouse = { real_tier = emperor }
					}
				}
			}	[/COLOR]
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		
	}

Green is the stuff I've added. The answer to this riddle is probably obvious, but as someone who is both very tired AND has barely any clue what the hell he is doing in the first place, I'm drawing a blank.
 

Zaltys

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Say something along the lines of this?
Unless I overlooked something (which tends to happen), something like this should work:

Code:
	# Royal crown/turban 1
	1 = {
		factor = 1               
[COLOR="#00FF00"]		modifier = {
			factor = 100 #100 = automatic trigger when true
                        culture_group = celtic
                        OR = {
			          real_tier = emperor
		                  spouse = { real_tier = emperor }
			}
		}[/COLOR]
                modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
 

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Speaking of portrait_properties.txt, does anyone happen to know if there's a hard limit to the number of entries? I'd assume that there's some limit, but mine stops working after entry 27. Which seems like a really arbitrary number, and portrait_sprites.gfx seems to have no trouble handling more than that.

Can anyone confirm that it's actually limited to 27? I'm going nuts trying to find the possible bug in my mod.
 

JonStryker

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Unless I overlooked something (which tends to happen), something like this should work:

Code:
	# Royal crown/turban 1
	1 = {
		factor = 1               
[COLOR="#00FF00"]		modifier = {
			factor = 100 #100 = automatic trigger when true
                        culture_group = celtic
                        OR = {
			          real_tier = emperor
		                  spouse = { real_tier = emperor }
			}
		}[/COLOR]
                modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

That won't work afaik. culture_group and the OR below will be ANDed. Which means that only celtic people will ever get the crown now.


@Slayen
Your code gets weirder with every iteration. You really should go to sleep now :p

A modifier without a factor doesn't do anything just like a modifier with a factor of 1
Also putting a single OR in an AND isn't doing anything: An AND is used to signal that all conditions inside of it need to be fulfilled. If it is only one then the AND can as be omitted.
 

Zaltys

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That won't work afaik. culture_group and the OR below will be ANDed. Which means that only celtic people will ever get the crown now.
I only added the green bit, the rest are from vanilla.
Default factor is one, which means that it'll still be picked for kings. Since they have no other headwear options.

That does, however, limit Celtic emperors to wearing only the first crown instead of crown 2 and 3. So not an optimal solution.
 
Last edited:

Slayen

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After many, MANY attempts, this seems to be working:

Code:
	# Royal crown/turban 1
	1 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
			[COLOR="#00FF00"]NOT = {
				AND = {
					culture_group = celtic
                        			OR = {
			          			real_tier = emperor
		                  			spouse = { real_tier = emperor }
						}
				}[/COLOR]
			}
		}	
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		
	}

Green for the added code. I of course repeated the additions to the other two crowns.
 

JonStryker

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I only added the green bit, the rest are from vanilla.
Default factor is one, which means that it'll still be picked for kings. Since they have no other headwear options.

That does, however, limit Celtic emperors to wearing only the first crown instead of crown 2 and 3. So not an optimal solution.

I was referring to the green part :rolleyes:
 

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I was referring to the green part :rolleyes:
I still don't see the problem. I even just tested it, combined with Slayen's code for the other parts, and it works fine: Celtic emperors have king's crown, and other culture emperors and kings have their regular crowns. None of the four modifiers get triggered for kings, which means that the factor remains at one.
 

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I still don't see the problem. I even just tested it, combined with Slayen's code for the other parts, and it works fine: Celtic emperors have king's crown, and other culture emperors and kings have their regular crowns.

My interpretation is that with that not all emperors that are not of the celtic group will get the imperial crown. How's the Kaiser looking?
I could be wrong, though. portrait_properties.txt is a mysterious place.
 

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My interpretation is that with that not all emperors that are not of the celtic group will get the imperial crown. How's the Kaiser looking?
Kaiser has the emperor's crown.

Here's the code that I'm using, added parts in green:
Code:
5 = {
	# Imperial crown/Chaliph turban
	0 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
		}
		[COLOR="#00FF00"]modifier = {
			factor = 0
			culture_group = celtic
		}[/COLOR]
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1
[COLOR="#00FF00"]		modifier = {
			factor = 100 #100 = automatic trigger when true
			culture_group = celtic
			OR = {
				real_tier = emperor 
				spouse = { real_tier = emperor } 
			}
		}	[/COLOR]	
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
			[COLOR="#00FF00"]AND = {
				NOT = { culture_group = celtic }
				OR = {
					NOT = { real_tier = emperor }
					NOT = { spouse = { real_tier = emperor } }
				}
			}[/COLOR]
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

(Oops. Pasted the old version, instead of one that I was using. Fixed now.)

Edit: Except that also makes every celtic character wear crowns. Too many edits, but this seems to work. Unless there's still something that I overlooked.
 
Last edited:

JonStryker

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I still think that if you use this:
Code:
modifier = {
			factor = 100 #100 = automatic trigger when true
			culture_group = celtic
			OR = {
				real_tier = emperor
				spouse = { real_tier = emperor }
			}
		}

It is logically equivalent to

Code:
modifier = {
			factor = 100 #100 = automatic trigger when true
			AND = {
                                culture_group = celtic
			        OR = {
				           real_tier = emperor
				           spouse = { real_tier = emperor }
                                }
			}
		}
 

Zaltys

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I still think that if you use this:
Code:
modifier = {
			factor = 100 #100 = automatic trigger when true
			culture_group = celtic
			OR = {
				real_tier = emperor
				spouse = { real_tier = emperor }
			}
		}

It is logically equivalent to

Code:
modifier = {
			factor = 100 #100 = automatic trigger when true
			AND = {
                                culture_group = celtic
			        OR = {
				           real_tier = emperor
				           spouse = { real_tier = emperor }
                                }
			}
		}
As far as I know, yes. It seems to be working as intended: if the culture group is celtic AND the character or their spouse is emperor, then they trigger the modifier. And get the king's crown.
 

fanoI

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Perfect! If I could add a check a trait is present could be useful for me too (only some particular characters between them the Holy Roman Emperor and the Byzantine Emperor could wear the Imperial Crown if Christian in my mod).
I don't know if a character is in scope or not... to who these "modifiers" are referring? For sure they should referring to the ruler as if a catholic become Muslim the crown is changed dynamically, right :unsure:?

Interesting these lines too:

Code:
modifier = {
		factor = 0
		is_feudal = no
}

My impression is these lines are the ones that force Patricians to not wear crowns, is this correct? What happens if we comment them? The Doge of Venice gets a King crown? Zaltys, could you try this please?

If it is so I'll can finally give the laurel instead to the strange Republican hat to Roman Cultured characters!
 

Zaltys

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Perfect! If I could add a check a trait is present could be useful for me too (only some particular characters between them the Holy Roman Emperor and the Byzantine Emperor could wear the Imperial Crown if Christian in my mod).
I don't know if a character is in scope or not... to who these "modifiers" are referring? For sure they should referring to the ruler as if a catholic become Muslim the crown is changed dynamically, right :unsure:?
In case of portraits, the modifiers always check the character whose portrait it is.
And yes, it's possible to use traits for the modifiers. I've done that a lot myself while adding custom portraits.

Interesting these lines too:

Code:
modifier = {
		factor = 0
		is_feudal = no
}

My impression is these lines are the ones that force Patricians to not wear crowns, is this correct? What happens if we comment them?
That checks if the character is a noble. If it's removed, lowborn will be randomly wearing crowns (in addition to their normal selection).
 

theStormWeaver

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In case of portraits, the modifiers always check the character whose portrait it is.
And yes, it's possible to use traits for the modifiers. I've done that a lot myself while adding custom portraits.


That checks if the character is a noble. If it's removed, lowborn will be randomly wearing crowns (in addition to their normal selection).

You could fix that with
Code:
OR = {
     is_landed = yes
     spouse = {
         is_landed = yes
     }
}
 

omega20056

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Would it be possible to apply the unreformed pagan attrition modifiers to a culture? Like the Nubians being impossible to invade due to attrition even though they are feudal Christians.

Bumping this and bringing in this:

Would it be possible to disable church taxes for a specific Christian religion? I'm looking to really make Fraticelli the "poor man's" church it's suppose to be.
 

Zaltys

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Would it be possible to disable church taxes for a specific Christian religion? I'm looking to really make Fraticelli the "poor man's" church it's suppose to be.
I'm not sure if this is exactly what you're looking for, but you could add this to the Fraticelli religion entry:
Code:
character_modifier = {
		temple_tax_modifier = -1 
	}

That sets the temple tax modifier to -100% for all Fraticelli characters.
 

Careful Plum

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I'm not sure if this is exactly what you're looking for, but you could add this to the Fraticelli religion entry:
Code:
character_modifier = {
		temple_tax_modifier = -1 
	}

That sets the temple tax modifier to -100% for all Fraticelli characters.
Simply make all temple_tax laws other than no taxes (temple_tax_0) unavailable to Fraticelli characters.
 

theBowerer

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Hello!

How would you go about changing up unit models? I've tried taking Viking Ships and renaming them into Russian Ships, but that didn't work, so there is obviously more to it that that. Does anyone know how to do that?