Clergy 0.1: Feedback and help with ancillary scripting
Hi all, I'm looking for advice and feedback to help me release my first mini-mod called Clergy.
In the first part I will post an introduction and in a second post I'll post my questions.
Clergy 0.1: Catholic titles ancillaries
Clergy is a flavour mod that expands priest-related content through existing mechanics. I have very little technical knowledge and my skill is mostly in content generation. After some ideation, I have decided to start with "provincial titles, but for priests". The first version of this mod will assign a bishop/archbishop ancillary to a bishop who ends their turn in a settlement with a cathedral. The ancillary gives small bonuses to Piety, Purity, Unorthodoxy, Violence, Eligibility and/or Personal security. The power of the bonuses currently reflects the power of provincial titles in SSHIP.
Completed: List of Catholic titles and descriptions
I have created a list of 102 catholic titles based on Jurand's table of provincial titles. Most titles use latin, but for some regions (France, Germany) I've decided to go with local names to reflect the logic of Provincial titles. (See preview)
Completed: Ancillaries UI
Based on the dioceses coats of arms I have handcrafted all 102 ancillary images. I aimed historical accuracy where possible, but had to take some take creative liberties: Many dioceses that existed once had no documented coat of arms, were merged with other dioceses, etc. (See sneak peek)
Re: Clergy 0.1: Feedback and help with ancillary scripting
Conditions
- Assigned after ending turn in a settlement with a cathedral
- Bishop only (not for priests)
- Non-transferable: Removed by death or turning into a heretic
- Must not have an existing catholic title
- Title can not be currently held by another character
Definition
Code:
Ancilarry bishop_krakow
Type priest_title
Transferable 0
Image bishop_krakow.tga
Description bishop_krakow_desc
EffectsDescription bishop_krakow_effects_desc
Effect Piety 1
Effect Purity 1
Effect Unorthodoxy -1
Effect Violence 1
Effect Eligibility 1
Effect PersonalSecurity 1
Triggers
Code:
Trigger bishop_krakow
WhenToTest CharacterTurnEndInSettlement
Condition SettlementName Krakow
and AgentType priest
and CharacterReligion catholic
and SettlementBuildingExists >= cathedral
and not HasAncType priest_title
and not FactionwideAncillaryExists bishop_krakow
AcquireAncillary bishop_krakow chance 100
Questions
- How do I remove the ancillary when the character dies or turns heretic?
- How do I limit the ancillary to a bishop?
- Do you have any other ideas / concerns / suggestions / feedback?
Re: Clergy 0.1: Feedback and help with ancillary scripting
Hi @Opaxite,
it's great seeing you making it into modding! A natural way for a dedicated player! I've gone through it 7 years ago. A warning: at the end of this road you stop playing, you just do the modding... but on the way there it's really exciting: you play and you create the world. That's the best part of enjoying the game!
Answering to your questions:
In general: I don't know any way to remove an ancillary. They disappear when the character dies, but this is the only way.
- How do I remove the ancillary when the character dies or turns heretic? -- when the character dies, it's easy: it disappears and another priest will be given. After turning heretic he'll keep the ancillary (iirc).
- How do I limit the ancillary to a bishop? - that's possible in the triggers. There's a trait in the EDCT that defines who is priest, who is bishop, and you make it condition in the triggers in EDA.
- Do you have any other ideas / concerns / suggestions / feedback? - perhaps I'll send you something by PM, and perhaps you'd be willing to continue my work on the PTs :-)
I have a suggestion concerning the pics: leave only the shield, remove additional tiaras, pastorals, ribbons. Otherwise it's intelligible for the player.
cheers
JoC
Re: Clergy 0.1: Feedback and help with ancillary scripting
Hi Jurand,
thanks for always replying and for your advice!
I think I found the Bishop level in EDCT, it's simply PriestLevel 1. So the script would be:
Trigger bishop_krakow
WhenToTest CharacterTurnEndInSettlement
Condition SettlementName Krakow
and AgentType priest
and CharacterReligion catholic
and Trait PriestLevel > 1
and SettlementBuildingExists >= cathedral
and not HasAncType priest_catholic_title
and not FactionwideAncillaryExists bishop_krakow
AcquireAncillary bishop_krakow chance 100
It's rather disappointing there's not a way to remove an ancillary.
To offset the benefits of the title, there could be a trigger that gives a negative trait.
Trigger bishop_heretic
WhenToTest PriestBecomesHeretic
and HasAncType priest_catholic_title
...
Do you think that could work?
Re: Clergy 0.1: Feedback and help with ancillary scripting
yep, this should work.
you indeed should keep the names of the cities as they're coded (bishop_krakow - perfect) - this makes easier any further manipulations (with a macro). There're a few exceptions (eg Magdeburg is coded Hamburg), I'll give yout he table.
Re: Clergy 0.1: Feedback and help with ancillary scripting
This sounds very cool! :yes:
Re: Clergy 0.1: Feedback and help with ancillary scripting
This is amazing and adds so much in immersion and roleplaying. Is this something that is planned to be added in SSHIP 0.98?
Re: Clergy 0.1: Feedback and help with ancillary scripting
Regarding removing ancillaries, it's possible to remove them using a script.
Here's an example of a script I did for EBII:
monitor_event CharacterSelected CharacterIsLocal
and AgentType = named character
and HasAncType spoils1
and DistanceCapital < 5
console_command remove_ancillary this spoils1
console_command add_money 2000
historic_event HE_CARTHAGINIAN_TRIUMPH factions { f_carthage, }
play_sound_event Conquest_8
end_monitor
Re: Clergy 0.1: Feedback and help with ancillary scripting
Hello Opaxite,
First of all, amazing submod you're working on by adding the religious ancillaries.
I had 2 questions about this
1) Is this something that will be added in the next version of SSHIP main mod?
2) Besides working on the religious anicillaries, are you also working on other ancillaries? I think a inheritable dynasty ancillary would work amazing and add a lot of immersion and replayable gameplay?
Could you imagine seeing how this obsecure house in your faction grows and ultimately through battles, prestige and good provincial management becomes the dominant dynasty in your faction until a new member of that house becomes the new King?