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rawrawrbangbang

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How do I retrieve the number of provinces in a state into a variable? I'm trying with this but it doesn't seem to be working:

Code:
set_variable = {
    name = icaprovnum
    value = 0
}
every_state_province = {
    count = all
    change_variable = {
        name = root.icaprovnum
        add = 1
    }
}

e: for context, this is in a state event as an immediate effect
 

blackninja9939

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How do I retrieve the number of provinces in a state into a variable? I'm trying with this but it doesn't seem to be working:

Code:
set_variable = {
    name = icaprovnum
    value = 0
}
every_state_province = {
    count = all
    change_variable = {
        name = root.icaprovnum
        add = 1
    }
}

e: for context, this is in a state event as an immediate effect
You need to scope to the owner of the variable then do the change effect it so it would be:

Code:
set_variable = {
    name = icaprovnum
    value = 0
}
every_state_province = {
    root = {
        change_variable = {
            name = icaprovnum
            add = 1
        }
    }
}
Also the count = all is unnecessary, by default it will iterate through all provinces so I removed it in my example.
 

Phlopsi

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How do I retrieve the number of provinces in a state into a variable? I'm trying with this but it doesn't seem to be working:

Code:
set_variable = {
    name = icaprovnum
    value = 0
}
every_state_province = {
    count = all
    change_variable = {
        name = root.icaprovnum
        add = 1
    }
}

e: for context, this is in a state event as an immediate effect
In addition to what blackninja wrote, states do not support variables. You may want to save the variable either in the state capital (root.capital_scope) or country (owner).
 

TinWiz

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In addition to what blackninja wrote, states do not support variables. You may want to save the variable either in the state capital (root.capital_scope) or country (owner).
Can we target a province in a state/administrative area like we can with a region? (E.g. random_owned_province = { OR = { [state/area] = ? } } )
 

Phlopsi

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Can we target a province in a state/administrative area like we can with a region? (E.g. random_owned_province = { OR = { [state/area] = ? } } )
If you want to target a random province in an area, you use random_area_province. If you want to target a random province in a state, you use random_state_province.
 

rawrawrbangbang

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You need to scope to the owner of the variable then do the change effect it so it would be:

Code:
set_variable = {
    name = icaprovnum
    value = 0
}
every_state_province = {
    root = {
        change_variable = {
            name = icaprovnum
            add = 1
        }
    }
}
Also the count = all is unnecessary, by default it will iterate through all provinces so I removed it in my example.

Thanks, very helpful! I was assuming I could change variables with the scope changes in-line but it makes sense the change_variable effect needs to already be scoped to the same scope the variable is in.

In addition to what blackninja wrote, states do not support variables. You may want to save the variable either in the state capital (root.capital_scope) or country (owner).

This is a bit disappointing, many thanks for pointing that out though. If I were to store a variable at root.capital_scope, is it attached to the province that is currently the capital or does it attach it to the capital status itself?

For example, if I save something to root.capital_scope and the capital province changes due to demographic changes or conquest would I still be able to fetch the variable at root.capital_scope or would I need to directly reference the old capital province? I'm trying to save a variable for each state with the number of provinces in it for the purpose of creating state-wide averages for a couple different values (i.e. your culture % vs your culture-group % vs non-group culture %) to be used in weighting events.
 

Phlopsi

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Thanks, very helpful! I was assuming I could change variables with the scope changes in-line but it makes sense the change_variable effect needs to already be scoped to the same scope the variable is in.



This is a bit disappointing, many thanks for pointing that out though. If I were to store a variable at root.capital_scope, is it attached to the province that is currently the capital or does it attach it to the capital status itself?

For example, if I save something to root.capital_scope and the capital province changes due to demographic changes or conquest would I still be able to fetch the variable at root.capital_scope or would I need to directly reference the old capital province? I'm trying to save a variable for each state with the number of provinces in it for the purpose of creating state-wide averages for a couple different values (i.e. your culture % vs your culture-group % vs non-group culture %) to be used in weighting events.
It'd be saved in the regular province scope, that is currently the capital of the state. If the state capital changes, you'll have to manually move the variables from the old to the new one.
 

BeingDS

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I'm encountering an issue with localization changes interfering with character naming.

I've created a mod directory with a localization\english path, containing offices_l_english.yml, cultures_l_english.yml and countries_l_english.yml.

These files are edited or expanded versions of the same files in the base game directory.

For some reason, running the mod results in all characters being named <culturegroup>_<gender>name, as though the game failed to properly allocate a name.

Can anyone guess what might be going on here?

The "_l_" is not what it looks like (not an uppercase 'i'). Copy and paste the filename from the game file and it will work. I had the same issue and it was because my game was looking for the filename and couldn't find it. Changed the filename and voila! I still don't know what character that is. Lowercase "L" maybe? Idk. Just copypasta the filename.
 

BeingDS

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Ok, so I'm trying to remove standard buildings for tribes and add culture and religion specific ones.
I managed to add a building but have 3 problems:
1. Don't know how to show it to only specific tag/religion/culture. Tried this:
Code:
aestii_building = {
    global_population_growth = 0.5

    allow = {
        OR = {
            country_culture_group = baltic
            country_culture_group = proto_european
        }
    }
   
    order = 5
    cost = 10
    time = 30
}
Also some commands from CK2 like "trigger", "potential", etc - nothing works.

2. Also when I can build new building and it shows proper modifier I'm not sure it works as intended (population growth seems unchanged).

3. How can I hide existing buildings for tribes? I could overwrite basic file if "allow" would worked...


Thanks,
Did you ever get an answer for this? I have the same question.
 

Testeria

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Ok, so I'm trying to remove standard buildings for tribes and add culture and religion specific ones.
I managed to add a building but have 3 problems:
1. Don't know how to show it to only specific tag/religion/culture. Tried this:

Code:
aestii_building = {
    global_population_growth = 0.5

    allow = {
        OR = {
            country_culture_group = baltic
            country_culture_group = proto_european
        }
    }
  
    order = 5
    cost = 10
    time = 30
}

Also some commands from CK2 like "trigger", "potential", etc - nothing works.

2. Also when I can build new building and it shows proper modifier I'm not sure it works as intended (population growth seems unchanged).

3. How can I hide existing buildings for tribes? I could overwrite basic file if "allow" would worked...

Did you ever get an answer for this? I have the same question.

No. I tried every block of code from other places that could do the thing - but apparently nothing works. Maybe it is just not implemented yet?
 

Phlopsi

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The "_l_" is not what it looks like (not an uppercase 'i'). Copy and paste the filename from the game file and it will work. I had the same issue and it was because my game was looking for the filename and couldn't find it. Changed the filename and voila! I still don't know what character that is. Lowercase "L" maybe? Idk. Just copypasta the filename.
l for language
 

Fabuloscriptor

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The "_l_" is not what it looks like (not an uppercase 'i'). Copy and paste the filename from the game file and it will work. I had the same issue and it was because my game was looking for the filename and couldn't find it. Changed the filename and voila! I still don't know what character that is. Lowercase "L" maybe? Idk. Just copypasta the filename.

It's a lowercase l; the issue was missing name localisation strings.
 

ToraktheNord

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It seems some characters don't have a mother/father, are they illegitimate children i.e were they conceived before marriage or because there wasn't a mother/father specified when they were created? I've managed to isolate them but it would be helpful to know if a mother/father exists as a character. They exist on both the mothers side and fathers side

Examples:
20190517105619-1.jpg

20190517105628-1.jpg


20190517105642-1.jpg
 

Arier

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Hi! I have such a problem: I'd like to add option of having dragons and dragon eggs. Is it possible to add them et cetera? I know, that I can use traits, but I would have to trait for one dragon, two dragons, three dragons... but what, when we have f.e. 100 dragons? Am I mad, or is it possible?
 

BeingDS

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Is there a way to mod the price that a given trade good will fetch when you export it? Seems odd that fish and gemstones will give the same price.
 

DomShadow

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Ok, so I'm trying to remove standard buildings for tribes and add culture and religion specific ones.
I managed to add a building but have 3 problems:
1. Don't know how to show it to only specific tag/religion/culture. Tried this:

Code:
aestii_building = {
    global_population_growth = 0.5

    allow = {
        OR = {
            country_culture_group = baltic
            country_culture_group = proto_european
        }
    }
 
    order = 5
    cost = 10
    time = 30
}

Also some commands from CK2 like "trigger", "potential", etc - nothing works.

2. Also when I can build new building and it shows proper modifier I'm not sure it works as intended (population growth seems unchanged).

3. How can I hide existing buildings for tribes? I could overwrite basic file if "allow" would worked...

None of this will work, save it.