so, I tried to add a new CoA and while the CoA loaded in game, it was pure white even though I had set the colors to be different
It would be interesting to see principate system in game. Unfortunately, i don't know how to represent it through game mechanics since Marius update. Hereditary ruler plus consort and two consuls beneath them. Consuls are elected and heir can be nominated at you wish. Seldom Princeps is elected as consul. First question: Is it possible to make elections in monarchy systems (modifying 00_deafult.txt in folder governments) without game crash?
1) Definitely Monarchy because only thus you can nominate heirs (anyone you want). I guess it's the most simple thing to modify.The first question I'd have is: Why do you want it to be a monarchy? Just for the succession laws? Second: What do you want their responsibilities to be? I could see you making a princeps system a modified republic with imperial cult succession and consort benefits, and just renaming your party leaders to consuls. But if you want them to do things like govern your capital province, be responsible for levies, etc, then it would get really complicated.
(I never played pre-Marius, so I don't know how it used to function.)
allow = { is_ai = no }
, effectively disallowing it for AI countries. So, naturally enough, I am concerned by this unexpected behavior. scope:province_deity = {
this = deity:omen_melqart
}
desc = {
first_valid = {
triggered_desc = {
limit = {
scope:province_deity = {
this = deity:omen_melqart
}
}
desc = "cr_religious_flavour_events.1.desc"
}
triggered_desc = {
limit = {
always = yes
}
desc = "desecration.2.desc"
}
}
}
if = {
limit = {
scope:province_deity = {
this = deity:omen_melqart
}
#NOT = {
# p:743.owner = {
# p:1344.owner = this
# }
#}
}
p:1344 = {
trigger_event = {
id = cr_religious_flavour_events.2
days = { 1 5 }
}
}
}
As I read some of the vanilla events, scope: province deity isn't right. See the desecrate holy site button in the scripted guis, in a province scope it just says:Perhaps somebody can help me out here:
I want to create a reaction event to the sacking of the temple of Melqart at Tyre. This basicly involves four events:
1. a special flavour text for when you sack the temple of tyre (if not canaanite preferably)
2. a special flavour text for when the temple of tyre is sacked (and you are of the canaanite religion)
3. an event which creates a new temple for Melqart at Gadir
4. an event which informs all other countries who have Melqart in their pantheon that the Gadir temple now exists
What I run into is that I can't get the game to only trigger these cases when it involves the temple of Tyre.
The problem seems to be this line of code which doesn't work the way I want it to work:
Code:scope:province_deity = { this = deity:omen_melqart }
For case 1. and 2. I tried the following triggered description, but that triggers it for all instances (not just Melqart):
Code:desc = { first_valid = { triggered_desc = { limit = { scope:province_deity = { this = deity:omen_melqart } } desc = "cr_religious_flavour_events.1.desc" } triggered_desc = { limit = { always = yes } desc = "desecration.2.desc" } } }
And I tried the following code to trigger case 3 from case 1, but this doesn't work either:
Code:if = { limit = { scope:province_deity = { this = deity:omen_melqart } #NOT = { # p:743.owner = { # p:1344.owner = this # } #} } p:1344 = { trigger_event = { id = cr_religious_flavour_events.2 days = { 1 5 } } } }
Any help?
#Culture:
CULTURE_CHANGE_HAPPINESS_THRESHOLD = 0.35 # dont change if primary culture happiness modifier is beneath this
CULTURE_CHANGE_POPCOUNT_THRESHOLD = 20 # cultures beneath this pop count will be ignored for integration
CULTURE_CHANGE_THRESHOLD = 0.015 # how large amount of the population a culture needs to be considered for integration
REVOKE_CULTURE_CHANGE_THRESHOLD = 0.01 # how large amount of the population a culture needs to be considered for revoking integration
defines
. Any ideas or examples that would be useful would be much appreciated.
I've got a mod that reverses pop assimilation so that only integrated pops assimilate
Nothing too fancy yet, just a census event every ten years that converts x% of integrated pops into primary culture in each region, but I'm thinking of switching to using a province variable value instead, maybe displaying that in the gui if that's possible.How'd you manage that?
Nothing too fancy yet, just a census event every ten years that converts x% of integrated pops into primary culture in each region, but I'm thinking of switching to using a province variable value instead, maybe displaying that in the gui if that's possible.
No one has an answer for me?Little question:
Is there a way to change the calculations for estates. I would like to change it according to some culture and religion, but I have yet to find out how it is calculated
If it's for me, no. I am trying to change the rule of succession according to religion and culture. I did not find the files which allow the calculation of the succession.Are you talking about the percentage that buildings change? If so it is in the building file but I don't think you can change it based on a culture's buildings unless you mod different versions of the same building and restrict it via culture, but that is a lot of work.