• 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.

Botox

Major
65 Badges
Jul 19, 2007
661
831
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Cities: Skylines Deluxe Edition
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines - Green Cities
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Victoria 2: Heart of Darkness
  • A Game of Dwarves
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
Can you set a planet-flag with an edict?

Was trying to add an edict that triggers an event for that specific planet. As I haven't found any edicts that set a flag, just modifiers, question is can you and how would it look like?
 

Botox

Major
65 Badges
Jul 19, 2007
661
831
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Cities: Skylines Deluxe Edition
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines - Green Cities
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Victoria 2: Heart of Darkness
  • A Game of Dwarves
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
This is pure speculation but try this
Code:
    immediate = {
        set_global_flag = YOUR_FLAG
   }
Be aware that even if this works the flag would stay when the edict ends.
Already tried it with
Code:
immediate = {
set_planet_flag = YOUR_FLAG
}
But it doesnt work.
I wanted to add an edict that triggers an event. The edict works but the flag is not set. Fired the event just to get the error that there is no planet with said flag. Tripple-checked for spelling and stuff but nothing.

Very annoying.
 

maren

Private
100 Badges
Nov 19, 2010
11
3
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Stellaris: Synthetic Dawn
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Res Publica
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Pillars of Eternity
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Europa Universalis III
  • Crusader Kings II: Monks and Mystics
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • King Arthur II
  • Majesty 2 Collection
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
This is pure speculation but try this
Code:
    immediate = {
        set_global_flag = YOUR_FLAG
   }
Be aware that even if this works the flag would stay when the edict ends.

Another way is to create a modifier with the same duration as the edict. You can then check for the modifier in your events and it goes away at the end of the duration. Note that you would have to define the modifier (even as blank) in the Static_Modifiers file

add_modifier = {
modifier = "my_modifer"
days = 3600
}
 
  • 1
Reactions:

Botox

Major
65 Badges
Jul 19, 2007
661
831
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Cities: Skylines Deluxe Edition
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines - Green Cities
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Victoria 2: Heart of Darkness
  • A Game of Dwarves
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
Another way is to create a modifier with the same duration as the edict. You can then check for the modifier in your events and it goes away at the end of the duration. Note that you would have to define the modifier (even as blank) in the Static_Modifiers file

add_modifier = {
modifier = "my_modifer"
days = 3600
}
I never thought about modifiers... thanks!
 

Botox

Major
65 Badges
Jul 19, 2007
661
831
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Cities: Skylines Deluxe Edition
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines - Green Cities
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Victoria 2: Heart of Darkness
  • A Game of Dwarves
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
So I tried the following:
Code:
## 01_planetary_edicts.txt
# Abandon Colony Edict (handle with care)
planet_edict = {
   name = "abandon_player_colony"
   influence_cost = @standardEdictCost
 
   allow = {
   }
 
   ai_weight = {
     weight = 0
   } 
}

## colony_events.txt
# Abandon Player Colony Event (trigger after edict)
planet_event = {
   id = abandon_player_colony.1
   title = "colony.12.name"
   desc = "colony.12.desc"
   picture = GFX_evt_nuclear_explosion
   show_sound = event_super_explosion
   location = ROOT
 
   trigger = {
     has_planet_edict = "abandon_player_colony"
   }
 
   mean_time_to_happen = {
     months = 1
   }
   
   option = {
     name = ABANDON
     destroy_colony = yes
   }
}
That does seem to work meh...
I can set the edict, which give the planet the modifier.
I can fire the event and remove a colony if I have that planet highlighted atm I fire the event (but says there is no modifier of that kind to be found).
It does not trigger due to having the modifier on the colony... wondering what I've done wrong there :/
 

Axelius

Scriptkid
86 Badges
Sep 23, 2003
585
538
  • War of the Roses
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Nemesis
  • Divine Wind
  • Crusader Kings II: Charlemagne
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
Might be that planet events don't work like that, every planet_event that I've seen is triggered only. Try making a country event with trigger = {any_planet = {has_planet_edict = EDICT} that fires the event.
 
  • 1
Reactions:

Botox

Major
65 Badges
Jul 19, 2007
661
831
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Cities: Skylines Deluxe Edition
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines - Green Cities
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Colonel
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Victoria 2: Heart of Darkness
  • A Game of Dwarves
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
like this one

Code:
# Forests Move
planet_event = {
   id = colony.12
   title = "colony.12.name"
   desc = "colony.12.desc"
   picture = GFX_evt_alien_nature
   show_sound = event_alien_nature
   location = ROOT
  
   trigger = {
     has_modifier = "migrating_forests"
   }
  
   mean_time_to_happen = {
     months = 80
   }
  
   immediate = {
     random_tile = {
       limit = {
         has_blocker = "tb_wandering_forests"
         any_neighboring_tile = {
           has_blocker = no
           has_grown_pop = no
           has_building = no
           has_building_construction = no
         }
       }
       remove_blocker = yes
       random_neighboring_tile = {
         limit = {
           has_blocker = no
           has_grown_pop = no
           has_building = no
           has_building_construction = no
         }
         set_blocker = "tb_wandering_forests"
       }
     }
   }
  
   option = {
     name = PECULIAR
   }
}
Will think about it a while. There must be a way to check for edicts...