Woz Early said:
On the note of character vs. province events, one type of event can't call the other (I forget which way round it is) therefore checking the religion of the ruler of a target province for a character event is impossible.
But we're not actually triggering an event, we're just doing a province_csc from a character. Found an example (and baffles me that I didn't think to check earlier):
Code:
trigger = {
condition = { type = crusade }
condition = { type = target value = 774 }
condition = { type = papacy }
condition = { type = province
province = 774 #Jerusalem
condition = {
type = or
condition = { type = ruler_religion value = catholic }
condition = { type = ruler_religion value = orthodox }
}
}
This is the crusade win-condition for a Jerusalem crusade. type = papacy fires TRUE when the *character* is the papal controller -- crusade ends are
papal controller events -- but the type = province condition checks to see if Jerusalem is in Crusader hands. Remove the type = papacy and put in something about royal heirs, yadda yadda, and you have your Military Order event. You just need a different military order event for every crusade target. The Crusade End event has a MTTH of 60 months, BTW... and huge modifiers based on land actually taken. May want to copy all of that verbatim into a military order event, and just multiply the original MTTH. I'd justify this by saying if the Crusade is doing well (lots of land conquered), and therefore likely to end quickly, then the restless nobility will be more eager to join a holy order and protect the pilgrims, so for flavor it's prolly best to call them Knight Hospitaller events? Dunno.
Woz Early said:
The problem as I see it with a pure migration mod is that what you really want is something in the background which simulates that life-cycle that you described, moving courtiers with only a perfunctory "Oh, he's gone..." or perhaps the option of a "No, I'd like him to stay" as well, with no effect on the ruler as a result. Arrivals would at best merit a popup informing you that a new courtier has arrived seeking their fortune. If you don't give them a position, its likely that they'll move on of their own accord.
I could write that, but personally I think that'll make getting courtiers a bit too easy, and risk a hell of a lot of courtier spam in the late game, since the idiots will just trundle around forever. Plus, the AI isn't tactical enough to realise that its sending all of its heirs away to trawl around foreign courts, it'll just say "Oh, he's gone" (x%) of the time, so I expect a good few princes won't end up getting land as they do now, since its unlikely that their new benefactors will give them any unless they're forced at that moment to reduce their demense size.
The only way to avoid that would be for it to trigger to move only the non-dynastical courtiers around the courts...but wouldn't that just amount to all the randomly generated useless courtiers drifting around Europe? The only dynastical nobility moving around would be those previously displaced by the fortune seeking events...
Hmm... Nice analysis of my desires here. Like I said, my interest in this event series is to stop "the rain of men," where more and more non-noble men flood into the game and I can't seem to stop having daughters as the game tries to restore gender equilibrium.
You've forced me to rethink whether what I'm recommending would actually suit that goal, though.
So, I'm going to think out loud.
Where the men come from is shiny new courts. If I, as a duke, grant a count two counties, the count is not shy at all about giving his firstborn the second title, and letting the firstborn reinherit the first title, returning to a single county. But when yon Son first arrives in his new court, he brings his wife, who can occupy a single ministerial post, and his kids, should he be [un]lucky enough to have a kid of serviceable age, that's another ministerial post, and the rest have to be filled by the You need a courtier! events or save/reload random courtiers. The problem is the You need a courtier! events are all male, so every generation, this *one* county is producing, to be absolutely generous, 3 extra men from courtier-granting events. The Father grants the Son a county, the Son generates 3 or 4 extra men to fill his privy council, the son inherits the father, his privy council follows him to his new court, and the Son grants the Grandson the *same* county, and another 3 or 4 extra men are generated to fill *his* privy council.
I'm in the fourth generation, now, and I've taken a short survey of families in my game, and excessive daughers are still a problem, if a cyclical one. If you are unfortunate enough to be of childbearing age during certain periods, you can't get a son. Otherwise, sons/daughters are about even. Given the generational set up of the sequence of events I described above, and the fact that the scenario has to start *sometime* to get everyone to line up a bit, I suspect the two are related.
So, as is the game floods with "randomly generated useless courtiers" and the daughters of noble scions. If just one guy can be persuaded, per new court, to *wander* in before another random courtier is *generated*, it should help... some. It would at least shorten the periods of "Congratualations! It's YA girl!"
(Another source of men are protracted wars and all the "claim holders" flooding to courts on both sides, but I can slow that down simply by playing with the MTTH. It's cruel to force all the noble sons to force to run their demesne alone just because I want to tweak up the MTTH of the courtier events.)
What distinguishes these new courts is that their new liege is temporarily broke, so for the purpose of filling courts, worst_neighbor is the way to go. The parallel problem of having gone on a huge expansionist trend and suddenly needing courtiers -- any courtier -- to grant titles to attracts one towards best_neighbor. But one's not likely to use crappy courtiers for that.
EDIT: No, that's not true. He may be broke and have low stats due to being courtier list, but if his father granted him the jewel of the realm, he's not likely to be the worst_neighbor, is he? So I need either a "breathing" mechanism ("best_neighbor -> worst neighbor") or just random_neighbor and rely on entropy to keep things going.
So what I'm leaning towards now is implementing worst_neighbor jumps exactly as you describe -- with a perfunctory "Ok" or "No, stay", and only for non-dynastic courtiers, with an age limit set to coincide with the age limit for worst_neighbor jumps for dynastic courtiers. I'll leave the title-granting objective to the dynastic-only best_neighbor jumps you're already coding.
EDIT: Or maybe just solely "random_neighbor" jumps. Can anyone "in the know" chime in on how neighbor is defined for CK? It'd help to determine a starting MTTH to know how many courts a broke, newly installed count can "pull from" as worst/random neighbor. Because of the threat of trundling-idiot spam, I'd like the MTTH to be as high as possible while still getting a good chance of a new court having one or two guys "wander" in.