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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' ?
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.
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
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) .
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.
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.
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?
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.
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:
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.
@ 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.
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.
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.