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JonStryker

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1) How does 'default_culture_modifier' in cultures.txt work, and could an example of a custom modifier be provided? I think you can add them to the modifiers defines file and link up with them, but I don't know what the correct syntax would be.

This has been used by many mods (from HIP):

static_modifiers:
Code:
german_culture_modifier = {

    light_cavalry_offensive = 0.2
    light_cavalry_defensive = 0.2
    knights_offensive = 0.25
    knights_defensive = 0.3
    horse_archers_offensive = -0.4 
    horse_archers_defensive = -0.4
    pikemen_offensive = 0.2
    pikemen_defensive = 0.2
    archers_offensive = 0.15
    archers_defensive = 0.1
    light_infantry_offensive = 0.1   
    light_infantry_defensive = 0.1   
    heavy_infantry_offensive = 0.1
    heavy_infantry_defensive = 0.2
    land_organisation = 0.2
    land_morale = 0.075
    levy_reinforce_rate = 0.05
    garrison_size = 0.15
    build_time_modifier = 0.1
    global_tax_modifier = -0.05
    build_cost_modifier = 0.05
    tech_growth_modifier_economy = 0.15
    tech_growth_modifier_military = 0.2
    tech_growth_modifier_culture = 0.15
    fertility = -0.125
    vassal_opinion = -5
    liege_opinion = -5
}

Then set "german_culture_modifier" as the modifier for a culture (i.e. German). default_culture_modifier is defined just like this, just without any modifiers (default_culture_modifier = {})
 

Novacat

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This has been used by many mods (from HIP):

Um, if im not mistaken, half of those modifiers wont work because culture mods use local province scope, and some of the listed modifiers are character/global scope
 

richvh

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Can is_capital now take a province? It's being used this way in a couple of vanilla events, and I'm not sure if it's a bug or new functionality.
 

apg

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ourite captain.

In the .exe there is the modifier 'piety_cost' for buildings just like the new gold_cost and prestige_cost but piety_cost is not properly working, would this be easy to fix as its already in the .exe? thanks
 

richvh

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Some new events and decisions use months or years with add_character_modifier or had_character_flag. Previously only days could be used, is this new functionality or a bug?
 

richvh

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What is the difference between has_building and the new has_any_building trigger, used in the adopt_feudalism and adopt_republicanism decisions?
 

exin

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Dear ol' Capt' Gars, how can one mod to allow Dukes to be transferable to Kings even if they are not their de-jure lieges. Ye know, like Counts are transferable now?

Heck, only reason I play Byzantines all the time is free revocation so that I can revoke Duchies every time and give the Duchy titles to the Kings I want. Would love to just transfer them, but the game says: Nope! so I play with free revocation people, so I can organize the realm accordingly.
 

omega20056

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Since this was only removed in the new beta patch, I thought I'd ask here. Could we get the Byzantine free duchy revokation command renabled? I can understand taking it out of landed_titles.txt but why was it disabled completely? It's a good command to have, I was using it when I didn't think a realm warranted having the Imperial Administration law.
 

LumberKing

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Is the line: effect = { set_coa = x_123 }, for the title history exclusive for the Charlemagne DLC owners?
 

Azarias59

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Can you use dynamic localisation keys with minor or landed titles now? I mean, actually *in* the titles.

Also, is there a way to give independent rulers minor titles? (Perhaps through the 00_religious_titles.txt ?)
 
Last edited:

Captain Gars

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Another question:

In localisation, does [Spouse.etc...] scope to the most recent spouse, if they are widowed?

No, no dead characters are included.
 

Blood Royal

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No, no dead characters are included.

Speaking of localisation, can you give us an indication of whether or not localisation for events is now suddenly going to be required henceforth?

Lots of us used to prefer writing desc = "This is the description" type events previously, but patch 2.3 makes all these events blanks.

Myself and lots of others would like to know, at least, if this is something that was a mistake and will be fixed, or if we need to start re-doing all the events we've ever done with localisation :p

For active mods with large-ish teams it's not an insurmountable issue, at least in Warhammer Illathid has offered to go through and do it for me as needed while I focus on writing new events. For older mods and one-man-efforts however, a lot of mod content is going to be lost more or less permanently if localisation is now a requirement.
 

Captain Gars

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Speaking of localisation, can you give us an indication of whether or not localisation for events is now suddenly going to be required henceforth?

Lots of us used to prefer writing desc = "This is the description" type events previously, but patch 2.3 makes all these events blanks.

Myself and lots of others would like to know, at least, if this is something that was a mistake and will be fixed, or if we need to start re-doing all the events we've ever done with localisation :p

For active mods with large-ish teams it's not an insurmountable issue, at least in Warhammer Illathid has offered to go through and do it for me as needed while I focus on writing new events. For older mods and one-man-efforts however, a lot of mod content is going to be lost more or less permanently if localisation is now a requirement.

I actually had no idea that you could do that kind of direct localization anymore. I thought that disappeared in one of the expansions to EU3 (because I remember the angry reactions on the mod forum).
 

Azarias59

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I posted this issue in bug reports, but now I'm wondering if it isn't classified as a big per se.

There is this line in the v101 localization called NAME_W_NICK. Changing it does nothing unfortunately, so I can't find a way to change $TITLE$ $NAME$ $NICK$ to only $NICK$. This way I can create more interesting and realistic titles for my upcoming mod. It'd be great if you could remedy this :D

If you can't find a way to scope to a dead spouse in localization, is there a way I can scope to someone's current nickname when creating a new nickname? The reason this is important, is because I need to be able to create a distinction for widows. "EX. The Lady Grey vs The Dowager Lady Grey/Mary, Lady Grey"
 

Blood Royal

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I actually had no idea that you could do that kind of direct localization anymore. I thought that disappeared in one of the expansions to EU3 (because I remember the angry reactions on the mod forum).

Fair enough, and thanks for the answer. I just hope it's something to do with code optimization, otherwise it seems like it's a really counter productive thing to introduce at this late hour of CK 2 modding, changing the rules after so many years of it having been allowed (direct localisation).
 

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I actually had no idea that you could do that kind of direct localization anymore. I thought that disappeared in one of the expansions to EU3 (because I remember the angry reactions on the mod forum).

Fair enough.

But wouldn't it be a better in terms of robustness (and backwards compatibility for some mods) to always return the localisation key if no value was found?
Having to restart the game whenever such an event fires seems to be the worse option in comparison.
 

JonStryker

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New question:

What exactly is the "parent=..." doing on the Scandinavian cultures? It seems to be linked to the culture split Norse to Swedish, etc.
But Visigothic doesn't have that. So is it doing anything?