Re: CF: Crowns' fix: modification of the Crowns in the SSHIP
Guys,
if you've got some insights on the names, maps etc., check this thred and add your knowledge.
I'm working on various issues. Recently, I've included the costs for the crown - according to the plans
Code:
;======================================================== Inspiring Teacher;--------- Inspiring Teacher ---------------------------
;--- if he's got a great person accompanying him or the staff of the royal court (for 5 years)
;--- for both Military and Administratively inclined but giving only Governor education
;--- besides this trait there're also ancillaries Mentor and Tutor
;--- but they're different: impact during schooling, not in childhood
;--- after modding all ancillaries check if the type is ok or maybe include others
;-------------------------------------------- Getting Inspiring Teacher
Trigger Inspiring_teacher_Crown
WhenToTest CharacterTurnEnd
Condition Trait Crownholder > 3
and Trait AncillaryTeacher < 1
Affects AncillaryTeacher 1 Chance 100
;--------------------------------------------
Trigger Inspiring_teacher_GreatAcademic
WhenToTest CharacterTurnEnd
Condition HasAncType GreatAcademic
and Trait AncillaryTeacher < 1
Affects AncillaryTeacher 1 Chance 100
;--------------------------------------------
Trigger Inspiring_teacher_EducationAnc
WhenToTest CharacterTurnEnd
Condition HasAncType Education
and Trait Wantschool < 1
and Trait AncillaryTeacher < 1
Affects AncillaryTeacher 1 Chance 100
;--------------------------------------------
Trigger Inspiring_teacher_ExtreemPiety
WhenToTest CharacterTurnEnd
Condition Attribute Piety > 9
and Trait AncillaryTeacher < 1
Affects AncillaryTeacher 1 Chance 100
;-------------------------------------------- Inspiring Teacher Impact at CoA
Trigger Inspiring_teacher_western
WhenToTest CharacterComesOfAge
Condition IsGeneral
and CharacterReligion catholic
and FatherTrait AncillaryTeacher > 0
Affects Western_Edu 1 Chance 80
Affects Upright 1 Chance 10
Affects WellGroomed 1 Chance 10
Affects Cultured 1 Chance 10
Affects ExpensiveTastes 1 Chance 10
Affects Aesthetic 1 Chance 10
Affects Trusting 1 Chance 10
;--------------------------------------------
Trigger Inspiring_teacher_eastern
WhenToTest CharacterComesOfAge
Condition IsGeneral
and CharacterReligion islam
and FatherTrait AncillaryTeacher > 0
Affects Eastern_Edu 1 Chance 80
Affects Upright 1 Chance 10
Affects WellGroomed 1 Chance 10
Affects Cultured 1 Chance 10
Affects ExpensiveTastes 1 Chance 10
Affects Aesthetic 1 Chance 10
Affects Trusting 1 Chance 10
;--------------------------------------------
Trigger Inspiring_teacher_greek
WhenToTest CharacterComesOfAge
Condition IsGeneral
and CharacterReligion orthodox
and FatherTrait AncillaryTeacher > 0
Affects Greek_Edu 1 Chance 80
Affects Upright 1 Chance 10
Affects WellGroomed 1 Chance 10
Affects Cultured 1 Chance 10
Affects ExpensiveTastes 1 Chance 10
Affects Aesthetic 1 Chance 10
Affects Trusting 1 Chance 10
;--------------------------------------------
Trigger Inspiring_teacher_pagan
WhenToTest CharacterComesOfAge
Condition IsGeneral
and CharacterReligion pagan
and FatherTrait AncillaryTeacher > 0
Affects Pagan_Edu 1 Chance 80
Affects Upright 1 Chance 10
Affects WellGroomed 1 Chance 10
Affects Cultured 1 Chance 10
Affects ExpensiveTastes 1 Chance 10
Affects Aesthetic 1 Chance 10
Affects Trusting 1 Chance 10
Code:
;================== CROWN UPKEEP ======================================
monitor_event CharacterTurnStart CharacterIsLocal
and Trait Crownholder > 3
console_command add_money -5000
end_monitor
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
May be a silly question, but why adding such a cost for a crown?
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Well, it was announced at the beginning of the Crowns fix, and the descriptions are alredy in the game.
The Crown signifies having a big empire, is not just few-province kingdom.
Historically: it reflects costs of the splendid court, ceremonies and wages of special officials. It also reflect the costs of managing the whole empire, communication, people checking loyalty of the governors, people checking loyalty of the people checking loyalty of the governors etc. Huge costs - it was one of the reasons why the countries in MA were so small: they didn't have fiscal apparatus to make enough income.
Gameplay: to limit the snowball effect a bit. The very number may be adjusted in the future based on experience from playing (and I'd rather expect upwards adjustment).
The Crown will have many benefits, enabling further expansion:
Quote:
Originally Posted by
Jurand of Cracow
1) The major determinant of the Loyalty of the generals being away from the capital. Having a crown by the ruler is a condition in some triggers concerning loyalty of the generals. As a result, having a crowned ruler is indispensable for building-up a large kingdom: without them, the generals will lose Loyalty quickly as they’re away from the capital. By the same token, they’re also a major requirement to keep big kingdoms together. A great king may conquer and have 20+provinces-kingdom. But when he dies a weak FH may accede to the throne, prompting the generals to lose loyalty quickly. It’ll be therefore essential for the new FL to assert his authority and to get crowned quickly. If the player is prepared for this (he keeps all essential provinces, the FH would have relevant features, be in the vicinity of the capital etc.), then acceding to the throne should take place immediately after the FL death, securing loyalty of the generals.
2) Direct benefits are also non-negligible. A generic set of the benefits is [Authority 2, Law 1, LocalPopularity 1, LineOfSight 2], then perhaps one other crown-specific benefit will be added for each. For a ruler ascending the throne that +2 Authority may be the decisive factor whether the nobles start plotting and potential usurpers appear (Civil war) and also if they’re happy with the king (Civil strife).
3) The crowns are also de facto an intermediate goal of the game. The players will be likely to steer their expansion to get a crown so that they’re able to expand further. Therefore the historical expansion in the SSHIP will be beneficial for the player.
4) They’ll be another “chrome” of the game as they’re now.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
5,000 seems a bit high to me, especially if we limit merchants or their incomes but we'll see.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
The games reported by the players were talking rather of excess of money.
The Crown comes into play once a faction gets to 13-18 settlements, it's a lot, and most players stop before it (or any - I'm still waiting for a player who'd report he got a crown ;-).
5000 is not so much at late stage of the game, but even earlier - just run a game and check the budget of Sicily with only 3 settlements. Not to mention the Moors, HRE or other rich nations.
We've got comprehensive data from one late campaign (mine with Poland) and you may compare it to the budget there. And Poland provinces are poor - you cannot compare it to the Mediterranean.
What should be taken into account is the poor Northern Europe and the steppes. Perhaps lower costs should be applied to SC, NO, DK and LT and CU. The other factions will be ok, and for HRE, ERE, the Moors, Egypt or the Seljucs it will be peanuts.
Anyway, we need to balance it after other changes are made.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
I slightly disagree here JoC. Players reported a flow of cash but mostly due to the use of merchants who, actually, create more incomes than the biggest settlements themselves. But that's another topic.
As said, it can be adjusted/reviewed later if necessary and we have to set a number to start anyway ;)
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Indeed. Just for the record: the information message about the crowns (a native speaker proof-reding would be welcome) (I remind you, Lifth, that England lost Dunkirk some 600 years ago (or was it France who lost England?) and you don't qualify for a native speaker):
{INFO_CROWNS_BODY} In the Middle Ages a major reason for rulers failing to create big empires were their disloyal nobles. When the rich and powerful found themselves far away from the eye of their souverain, they would very often try to establish their own rule in the provinces. Proximity to their liege lord would generally prove sufficient to suppress these ambitions. In turn, the rulers needed legitimacy, preferably with some God's blessing. One method of acquiring this legitimacy was a formal coronation.\n This phenomenon is reflected in the SSHIP gameplay. A faction leader may acquire a crown and enjoy increased Authority. This crown gives both direct benefits for the king and boosts generals’ loyalty in an indirect way, as the distance to capital penalties are reduced for generals serving a crowned faction leader. Plotters and usurpers also less likely to appear in the kingdom with the crowned king. As a result, a good mid-game goal for the player may be to attain the crown of his faction.\n The map with the required provinces is shown in faction’s panel, while the other requirements are described in the Ruler's relevant trait (you’ll get notifications). There's also an easier way to get the crown for the ruler: having Strong Legacy from his father. In this case to get a crown the son doesn't need to have personal qualities or rule over all provinces. He just gets it after his after – provides he’s enough money for ceremonies costs and to cover the running costs of the court and his kingdom.
{INFO_CROWNS_TITLE}The crowns
{INFO_CROWNS_BENEFITS_BODY}\n Having a crown brings five kinds of benefits for the ruler:\n\n(1) The direct effects are: +2 Authority, +1 Law, +1 popularity and +2 sight range\n(2) The increased Authority translates into higher Loyalty of his generals and provides other advantes.\n(3) The drop of generals’ Loyalty due to the distance from capital is reduced, enabling them to fight wars far away from the center of power without risk of rebelling.\n(4) The Authority of his sons increases (+3) due to the Strong Leagacy they get from their father. This makes them more likely to become legitimate heirs.\n(5) As a result, the Usurpers are less likely to appear, so the civil wars are rarer.\n(6) Many other advantages, eg. possibility of gaining an Inspiring Teacher for his sons or more changes to heal from the wounds.\n However, bear in mind that there’re significant costs of having splendid court, financing ceremonies and wages of special officials, and also of the management the whole empire: communication, people checking loyalty of the governors, people checking loyalty of the people checking loyalty of the governors etc. For the most of the factions it’s 5000 fl. per turn (for the Northern factions and the pagans it’s 2000 fl.)\n Anyway, a good mid-game goal for the player is to acquire the crown of his faction. To achieve this goal he must embark on conquest of other territories not forgetting the build-up of the economy.
{INFO_CROWNS_BENEFITS_TITLE}Why it's good to be a crowned king
{INFO_CROWNS_CORONATION_TITLE}Hail the King!
{INFO_CROWNS_CORONATION_ BODY }The faction leader has been coronated in a splendid ceremony and he rules now with higher legitimacy. The ceremony was a splendind one, with nobility, ambassadors, priests and the simple folk coming from every corner of your kingdom. They were impressed with the exquisite feasts and the gifts they’d received. After all, the treasury spent 20,000 florins on organizing the even!\n\n From now on, the generals will better keep their Loyalty when they’re on far away expeditions and the King will get also other advantes. However, the having splendid court, ceremonies, special officials, and also of the management the whole empire: clerks, spies, communication systems, upkeep of the royal residences come at the cost. For the most of the factions it’s 5,000 fl. per turn while for those less-acquainted with the high culture (the pagan factions) it’s 2,000 fl.
{Crowned_king_desc} Coronated with all the splendour of a true monarch, this ruler can rest easy knowing that their rule is an unquestioned matter of fact.
{Crowned_king_effects_desc} \nThe realm's generals lose Loyalty when away from the capital much slower. Plotters and usurpers appear less frequently. This comes at a price for the treasury (5,000/2,000 fl. every turn) though.
{Crowned_king_gain_desc} Having been coronated in the eyes of their God and their people, this character's rule is all but assured.
{Crowned_king} Crowned
{Without_Crown_desc}\n This man's rule is far from a sure thing. To become the true king he must get crowned. To achieve it, he needs to conquer all the lands his ancestors claimed to rule over (see the map). He should have Authority and Piety at least 6, he shouldn't be either a regent or viewed as a usurper, he should be physically and mentally fit.
{Without_Crown_effects_desc}\nCurrently, the stability of the realm is in danger: generals lose loyalty quickly when they are further away from the capital, and usurpers are likely to appear.
{Without_Crown_gain_desc} This leader's rule is not fully legitimate in the eyes of his subjects because he doesn't own all lands that his ancestors possesed.
{Without_Crown} Uncrowned
{Fit_for_Crown_desc}\n This man is fit to be crowned as a true King - if he'd rule over all the lands his ancestors claimed to rule (see the map in the faction panel for list of provinces).
{Fit_for_Crown_effects_desc}\n If he rules over all the lands, he needs to go to his faction's traditional capital where a great temple (cathedral or similar) is built. He cannot have more than 7 ancillaries at the moment of crowning, he needs to gather 20.000 florins to cover the costs of the ceremony. Until then the realm's generals lose loyalty quickly when they are away from the capital, and usurpers may appear at times of upheaval.
{Fit_for_Crown_gain_desc} This leader is not fully legitimate in the eyes of his subjects, and the stability of the realm is in danger. He needs to get crowned.
{Fit_for_Crown} Fit for the Crown
{Fit_for_Crown_FatherLegacy_desc}\n His father's magnificent legacy make him fit be crowned as a King!
{Fit_for_Crown_FatherLegacy_effects_desc}\n Now he needs to go to his faction's traditional capital where a great temple (cathedral or similar) is built. He cannot have more than 7 ancillaries at the moment of crowning, he needs to gather 20.000 florins to cover the costs of the ceremony. Until this happens the realm's generals lose loyalty quickly when they are away from the capital. Plotters and usurpers are likely to appear.
{Fit_for_Crown_FatherLegacy_gain_desc} This leader can be crowned now so that his subjects consider him a legitimate king.
{Fit_for_Crown_FatherLegacy} Ready for the Crowning Ceremony
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
I'm not sure how I have to interprete this:
Quote:
Originally Posted by
Jurand of Cracow
Indeed. Just for the record: the information message about the crowns (a native speaker proof-reding would be welcome) (I remind you, Lifth, that England lost Dunkirk some 600 years ago (or was it France who lost England?) and you don't qualify for a native speaker)
Am I not allowed to intervene in any thread of the mod I'm leading? :hmm:
On a side note, Dunkirk became officially French in October, 27 1662 ;)
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Ok, if it's less than 500 years, you qualify.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
In-game description says that getting a crown is a good "midgame" goal. When it comes to Russia, winning the whole campaign seems to be easier than getting that crown.
Quote:
Provinces: Pskov, Polock, Novgorod, Turov, Goroden, Volodymyr, Halych, Kiev, Tschernigov, Pereyaslav, Smolensk, Suzdal, Rostov, Ryazan. One may also consider Turku (area of Novogrodian expansion) and Tmutarakan (literary historical place of a Rus settlement 10-14c.), but I don’t think it’s indispensable. Given the size of the Rus lands I’d be inclined to lower the number as much as possible.
Is this supposed to be in the game? Because the code is VASTLY different.
Quote:
Number of provinces: 14
It's 15 in the code.
This map is nowhere near accurate. Here is what's actually required by your code:
https://i.imgur.com/RBBSLri.png
This shape is just weird. And also wrong on so many levels.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
You're perfectly right. It's because this crown has not been yet updated, it's like it was in the SS6.4.
(note in the entry in this thread says: New code:
To be developed after discussion in this thread.)
while in the re-made crowns is: Status: implemented as shown on the pics and described above.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Quote:
It's because this crown has not been yet updated, it's like it was in the SS6.4
So does it even exist? I've tweaked the code a bit (excluded Cuman provinces from the requirements), but my FL still doesn't receive it. I have 25 provinces, including those from your list:
Quote:
Pskov, Polock, Novgorod, Turov, Goroden, Volodymyr, Halych, Kiev, Tschernigov, Pereyaslav, Smolensk, Suzdal, Rostov, Ryazan
My FL has "Fit for the crown" trait, he is currently in Novgorod (capital), orthodox cathedral is long built, and every single requirement from the tweaked code is met.
Quote:
;------------------------------------------ Trigger crown_russia
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and EndedInSettlement
and Trait Crownholder > 1
and Trait Crownholder < 3
and SettlementName Novgorod
and SettlementBuildingExists = cathedral_o
and FactionType russia
and I_SettlementOwner Novgorod = russia
and I_SettlementOwner Pskov = russia
and I_SettlementOwner Riga = russia
and I_SettlementOwner Smolensk = russia
and I_SettlementOwner Kernave = russia
and I_SettlementOwner Ryazan = russia
and I_SettlementOwner Chernigov = russia
and I_SettlementOwner Kiev = russia
and I_SettlementOwner Polotsk = russia
and I_SettlementOwner Rustov = russia
and I_SettlementOwner Bulgar = russia
and I_SettlementOwner Murom = russia
and not I_WorldwideAncillaryExists crown_russia
AcquireAncillary crown_russia chance 100
;------------------------------------------
But he doesn't get the crown. I have a sneaking suspicion the reason is he already has 8 ancillaries. If this is the case, I don't think it's possible to get a crown at all, unless you start playing insane meta-gaming, e.g. "suicide faction leaders until someone with less than 8 ancillaries claims the throne".
Is there a way to make a certain ancillary ignore the maximum limit?
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Quote:
Originally Posted by
Lurker from Codex
But he doesn't get the crown. I have a sneaking suspicion the reason is he already has 8 ancillaries. If this is the case, I don't think it's possible to get a crown at all, unless you start playing insane meta-gaming, e.g. "suicide faction leaders until someone with less than 8 ancillaries claims the throne".
Is there a way to make a certain ancillary ignore the maximum limit?
What does the description on your Faction Leader say?
It should be like this:
{Fit_for_Crown_desc}\n This man is fit to be crowned as a true King - if he'd rule over all the lands his ancestors claimed to rule (see the map in the faction panel for list of provinces).
{Fit_for_Crown_effects_desc}\n If he rules over all the lands, he needs to go to his faction's traditional capital where a great temple (cathedral or similar) is built. He cannot have more than 7 ancillaries at the moment of crowning, he needs to gather 20.000 florins to cover the costs of the ceremony. Until then the realm's generals lose loyalty quickly when they are away from the capital, and usurpers may appear at times of upheaval.
{Fit_for_Crown_gain_desc} This leader is not fully legitimate in the eyes of his subjects, and the stability of the realm is in danger. He needs to get crowned.
{Fit_for_Crown} Fit for the Crown
No, there's no possibility to ignore the limit but you may swap a transferable ancillary to another general. It's unlikely (although possible) that all 8 ancillaries are non-transferable. But if it's the case then yes, you need another general to become an FL.
BTW - these 20.000 will be only in the next patch (I've recently put it into the script)
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Okay, I backed up my save to do some experimenting. Made FL's ancillaries transferable, and gave them all away - still no crown.
Quote:
It should be like this:
Yes, it's exactly like this. He is unfit for office, but fit for the crown. In any case, I don't think "fit for office" is a requirement for getting the crown, at least I don't see it in the code. Pretty sure I saw someone (maybe Gigantus) suggesting there might be hard-coded limit for number of conditions, and if there is more than 12(?) - the trigger won't work at all. I'll test it out, will update this post in a bit.
Edit: Gigantus was right. After reducing province requirements further (although I owned all the provinces from initial list) my FL received the crown. Therefore, if you create long list of requirements (13-14 provinces or such), the trigger won't work.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Quote:
Originally Posted by
Lurker from Codex
Yes, it's exactly like this. He is unfit for office, but fit for the crown. In any case, I don't think "fit for office" is a requirement for getting the crown, at least I don't see it in the code. Pretty sure I saw someone (maybe Gigantus) suggesting there might be hard-coded limit for number of conditions, and if there is more than 12(?) - the trigger won't work at all. I'll test it out, will update this post in a bit.
Edit: Gigantus was right. After reducing province requirements further (although I owned all the provinces from initial list) my FL received the crown. Therefore, if you create long list of requirements (13-14 provinces or such), the trigger won't work.
Two interesting insights here:
- this limit of requirements (I'll have to make a special traits...)
- the lack of need of FitForOffice for FitForCrown. It shouldn't be like this:
;------------------------------------------- 1->2
Trigger Fit_for_crown
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and FactionIsLocal
and Trait Crownholder > 0
and Trait Crownholder < 2
and Trait FitForOffice > 1
and Trait Usurper < 1
and Trait FactionRegent < 1
and Attribute Piety > 5
and Attribute Authority > 5
and not FactionExcommunicated
Affects Crownholder 1 Chance 100
Perhaps you've first had FFO, you've got FFC then lost FFO, but FFC stuck
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Did some further testing of Gig's theory. This code doesn't work:
Quote:
;------------------------------------------ Trigger crown_russia
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and EndedInSettlement
and Trait Crownholder > 1
and Trait Crownholder < 3
and SettlementName Novgorod
and SettlementBuildingExists = cathedral_o
and FactionType russia
and I_SettlementOwner Novgorod = russia
and I_SettlementOwner Pskov = russia
and I_SettlementOwner Riga = russia
and I_SettlementOwner Smolensk = russia
and I_SettlementOwner Kernave = russia
and I_SettlementOwner Ryazan = russia
and I_SettlementOwner Chernigov = russia
and I_SettlementOwner Kiev = russia
and I_SettlementOwner Polotsk = russia
and I_SettlementOwner Rustov = russia
and I_SettlementOwner Bulgar = russia
and I_SettlementOwner Murom = russia
and not I_WorldwideAncillaryExists crown_russia
AcquireAncillary crown_russia chance 100
;------------------------------------------
It has 12 province requirements and 20 trigger conditions in total.
However, if I remove one province (leaving 11 province requirements, and 19 trigger conditions in total) - it works. It doesn't matter which province I remove, as long as I remove at least one.
Quote:
Perhaps you've first had FFO, you've got FFC then lost FFO, but FFC stuck
Indeed.
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Thanks, Lurker. I'll add a trigger to lose FFC if FFO lost.
I'll also simpify the triggers to limit them to 19 conditions. Actually a few conditions are easily gotten rid of (CharacterTurnEndInSettlement, FL is not needed as nobody else can have Crownholder, perhaps I'd use one Crownholder in border cases, and the last condition is not really needed), but I've already included one more: and Treasury > 20000
and I've found another detail:
and SettlementBuildingExists = cathedral
shoud be
and SettlementBuildingExists >= cathedral
The code now:
Code:
;------------------------------------------- 2->1Trigger UnFit_for_crown_notFFO
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and Trait Crownholder > 1
and Trait Crownholder < 3
and Trait FitForOffice < 2
Affects Crownholder -1 Chance 100
;------------------------------------------- 2->1
Trigger UnFit_for_crown_Excommunicated
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and Trait Crownholder > 1
and Trait Crownholder < 3
and FactionExcommunicated
Affects Crownholder -1 Chance 100
;------------------------------------------- 3->1
Trigger UnFit_great_father_Excommunicated
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and Trait Crownholder > 2
and Trait Crownholder < 4
and FactionExcommunicated
Affects Crownholder -2 Chance 100
;------------------------------------------- 0->1
Trigger No_crown_upgrade
WhenToTest CharacterTurnStart
Condition IsFactionLeader
and Trait Crownholder < 1
and FactionIsLocal
Affects Crownholder 1 Chance 100
;------------------------------------------- 1->2
Trigger Fit_for_crown
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and FactionIsLocal
and Trait Crownholder > 0
and Trait Crownholder < 2
and Trait FitForOffice > 1
and Trait Usurper < 1
and Trait FactionRegent < 1
and Attribute Piety > 5
and Attribute Authority > 5
and not FactionExcommunicated
Affects Crownholder 1 Chance 100
;------------------------------------------- 1->3
Trigger No_crown_but_great_father
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and FactionIsLocal
and Trait Crownholder > 0
and Trait Crownholder < 2
and Trait FathersLegacy > 1
and Trait Usurper < 1
and Trait FactionRegent < 1
and not FactionExcommunicated
Affects Crownholder 2 Chance 100
;- used in script to incur one-time payment for crown
;------------------------------------------- 5->4
Trigger Crown_Payment_For_Ceremony
WhenToTest CharacterTurnStart
Condition HasAncType crown
and Trait Crownholder > 4
Affects Crownholder -1 Chance 100
;------------------------------------------- 3->5
Trigger Crown_acquired_Legacy
WhenToTest CharacterTurnStart
Condition HasAncType crown
and Trait Crownholder > 2
and Trait Crownholder < 4
Affects Crownholder 2 Chance 100
;------------------------------------------- 2->5
Trigger Crown_acquired_Achiever
WhenToTest CharacterTurnStart
Condition HasAncType crown
and Trait Crownholder > 1
and Trait Crownholder < 3
Affects Crownholder 3 Chance 100
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Quote:
Originally Posted by
Jurand of Cracow
and I've found another detail:
and SettlementBuildingExists = cathedral
shoud be
and SettlementBuildingExists >= cathedral
Yeah, it would be a shame for the whole thing not to work just because a vainglorious fool decided to build a huge cathedral :tongue:
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Quote:
Originally Posted by
Gigantus
Yeah, it would be a shame for the whole thing not to work just because a vainglorious fool decided to build a huge cathedral :tongue:
True.
btw, Gigantus, have you seen in any mod a movie (.bik) with a grandiose coronation scene so I can use it in this mod?
Re: [I] - Crowns' fix: modification of the Crowns in the SSHIP
Not that I can remember. But it shouldn't be too difficult to edit any existing movie clip and then convert it.
Heck, I used Windows Movie Maker (not included since win10, needs downloading) and Rad Video Tools to do it for my 'signature' intro (ever used Bare Geomod?)