• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
Been playing around with the buildings.txt and i wonder if anyone know of a way to ensure that a certain building can only be built in one barony throughout a province. e.g, so once building 'A' has been built in barony '1' is there a way to stop building 'A' from then being built in barony '2' and '3' ?

is there a simple modifier for this? thanks
 

Geredis

Major
122 Badges
Mar 10, 2007
663
325
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Steel Division: Normand 44 - Second Wave
Do you want it to be built once world-wide, or just once in a single (independent) realm? As for hwo to do it, I'm thinking you can probably do it via events - maybe tie-in the Construction Oversight that the Chancellor does with an event that constructs the chosen building in that county (of course, in doing so, you'd only be able to build it in county capitals.
 

Baneslave

Field Marshal
121 Badges
Apr 9, 2004
6.941
2.252
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
I guess changing allow = {} to check if province already contains the building could work.
Code:
allow = {
	NOT = { has_building = x }
}

Could work, but I am not sure if you need to do some extra tinkering with scopes.
 

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
thanks for the input, il have a tinker now, @ geredis - yes just once in a single province, but then can also occur once again in another province.
 

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
Asside from doing the above, is it just possible to have a modifier that affects a specific holding, wether it be a castle or city etc?.......... Its easy to specify events and buildings for provinces using Province_id = .... But can it be done more specifically for holdings? .... Im very interested to see if anyone has had any success with focusing modifiers just for a single barony etc
 

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
I guess changing allow = {} to check if province already contains the building could work.

Ok ive tried it a few different ways and had no luck. Ive also tried (for example) - potential = { b_constantinople }, so as to try and just apply a building solely to constantinople without it occuring in the other holdings. But each time i do that the building always appears in every other holding in the province (in the case of the building i was adding it was castle related, it did not appear in the churches or cities, just the other 3 castle holdings) .
 

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
I have been trying to find a way to do this - unsuccessfully. has_building only checks the same barony, and there appears to be no way to do a county-level check for it.
 

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Wiz, do you think their would be a way to do it through events?

It's possible, but how feasible it is depends on whether you want the building in just one specific barony or multiple non-specific 'capital' baronies. What exactly are you trying to implement?
 

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
It's possible, but how feasible it is depends on whether you want the building in just one specific barony or multiple non-specific 'capital' baronies. What exactly are you trying to implement?

thinking about it; what im trying to do is make a mod which increases the garrison sizes of historically important holdings, atm i have found a way to increase and decrease the garrisons of all castles in a province very effectively but it would be better if i could Isolate 'non specific capital baronies' as you put it. - By that you mean applying changes only to the capital holding of the province, yes?

Is that way possible through events?

EDIT: Actually i think what i am trying to do would be more suitably applied in specific baronies - i suppose it depends on whatever is feasable.
 
Last edited:

RedRooster81

Modding Paladin
34 Badges
Feb 16, 2010
5.673
29
  • Crusader Kings II
  • Rome Gold
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Cities in Motion
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Golden Century
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Hard to say on the information that you gave. Some more detail on which baronies or which counties would be helpful.

I'm still not quite clear on what you want, but I'll try. You want to increase the garrison size of certain historically important baronies, right? Let's take an example that I know well, the castle of Palencia, the capital of the Kingdom of Castille in 1066. You could create a building called "ca_stronghold_q_1" (with the proper localisation it would appear as "Historical Stronghold" or whatever you fancy) and add certain effects like "garrison +30%." Because you know which ones you want to add this modifier to, you should add them in the history files rather than make it buildable in the game itself. So make the AI build chance zero or set up some other similar condition. If I have time this evening I might take a shot at what I am talking about. It's a rather nice idea, actually, to simulate those important places that have historically been hard to take, all other things being equal.

Edit: Now here is the file /history/provinces/burgos.txt:
Code:
# 199 - Burgos

# County Title
title = c_burgos


# Settlements
max_settlements = 4
b_palencia = castle
#b_aguilardecampo = temple
b_burgos = city
b_silos = temple
#b_castrobarte = castle
#b_mirandadeebro = city
#b_arandadeduero = temple
#b_carrion = castle


culture = castillan
religion = catholic


# History


1066.1.1 = { 
    b_palencia = ca_keep_1
    b_palencia = ca_stable_1
    b_palencia = ca_militia_barracks_1
    b_palencia = ca_wall_1
    b_palencia = ca_wall_2
}

Now add
Code:
b_palencia = ca_stronghold_1
at the end of the list of buildings in the barony in 1066.1.1. Now go to /common/buildings.txt and define what ca_stronghold_1 is exactly, putting AI_creation_factor to 0. There is probably something fancier that you can do with potential so that the building doesn't show up in every castle barony (so you don't have to look at it when you go to the building menu), but with the limit on AI creation, no AI ruler should build it. NB: I haven't tested this. I have to go to work, but I wanted to give you some idea of a solution in case you were modding today. :) Good luck and let us know how it worked out.
 
Last edited:

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
@ RedRooster81 , thanks for your input its appreciated, i have previously tried exactly what you described but when placing a building into a barony using the history.txt, the building that is placed is then replicated throughout the other buildings within the province, which are of the same holding type - so with your example every other castle in the province of burgos would recieve the building.
 

RedRooster81

Modding Paladin
34 Badges
Feb 16, 2010
5.673
29
  • Crusader Kings II
  • Rome Gold
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Cities in Motion
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Golden Century
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Okay then. That might be the best that we can do. There are not that many provinces that start with more than one castle--okay, Barcelona, Paris, Cairo, etc.--but what you could do perhaps is figure out a way to remove the building from every holding that is a castle but not the capital, so maybe
Code:
potential = { is_capital = yes }
might work, but I don't know. Well, maybe not 'potential' but maybe use whatever mechanism exists for removing culture-specific buildings like the Iberian horse trainers or Italian pike companies or whatever it is that the Russians have when the ruler is no longer Iberian or Italian or Russian.
 

apg

Field Marshal
67 Badges
May 28, 2011
2.679
269
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Imperator: Rome
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
Well, maybe not 'potential' but maybe use whatever mechanism exists for removing culture-specific buildings

You mean like this:

FROM = { is_capital = yes }
?
as its FROM that is used for the mechanism of specifying a specific culture.
 

RedRooster81

Modding Paladin
34 Badges
Feb 16, 2010
5.673
29
  • Crusader Kings II
  • Rome Gold
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Cities in Motion
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Golden Century
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
You mean like this:

FROM = { is_capital = yes }
?
as its FROM that is used for the mechanism of specifying a specific culture.

I don't know if it will work. I have experience with buildings and decisions, but I haven't gotten into event scripting yet. You are talking about using an event to remove the extra ones, right? If so, it might work. Worth a shot. :)