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I released the Greek faction first, which released the nation of Epirus (WAD so far), but then, when I tried to release Bulgaria, the game CTD.
On a second try, I did the reverse and started by releasing Bulgaria, which released Epirus as well, and when I tried to release the Greeks, the game naturally CTD again.
To me, it seems like they both were trying to release the same nation.
EDIT: Also, I went back and did the same with France's two factions, to the same result, with the nation of Tolouse being released.
EDIT2: Those both were with no other mods active, initially there were a lot of mods active, and for some reason that released the nation of Bulgaria instead before crashing, which led me to trying it with no mods, which I did, and found the unaltered bug I posted.
1.i once played as an othodox nation and became defender of religion. then becourse i had to figth in evry war of religion against another i had to figth in all othodox against catohlic civil-wars
2.the addig bug is that civil-wars are not defencive wars for the rebels(who are the one's desiding to rebel and course terror)
3.if you load an older save file you get a long error page (sometimes even 2)
4.i once made some provinces greek (i was playing as byzantium) and then a civil-war broke out and i kept the provinces.however i beat the rebels and a few years later another civil-war broke out and greek provinces got lost (not the provinces but other greek provinces)
5.i invadet parts of the ottoman-empire and those parts had a rebelion.i crushed it but then the ottoman formed somewere else and in the next civil-war it was another country.then i invadet yet another country and the civil-war of the new invadet country got more territory then the orriginal size of their country (the other provinces also had anthorer religion then the country)
@Wear 1) & 2) problem with making the rebels declare war is that it calls in the host country's allies
3) It's the event that calculates unity, which is normally hidden, that shows. Some weird bug I cannot quite figure out why happens.
4) & 5) Could you elaborate on both, im not quite sure what you mean. What do you mean "the greek provinces got lost"?
pls fix
1. Factions are unable to declare independence war as long their original country still exists. The event of the independence war still fires but the faction's territory does not declare independence.
2. Attempting to grant liberty to a faction while their original country still exists will result in the game crashing to desktop.
3. Countries that don't use the legitimacy mechanic are potentially more vulnerable to faction warfare as non-monarchies will always have zero legitimacy.
I wonder if it's a good idea to create a sub-mod for this?
Go to scripted_effects > cn1_faction_life.txt - search for : "Destroys faction"
Just above that line add this code:
# Removes debuffs from same culture territory (Because of conversion or primary culture switch)
if = {
limit = {
any_owned_province = {
has_owner_culture = yes
OR = {
has_province_modifier = cn_faction_present_loyal
has_province_modifier = cn_faction_present_disloyal
has_province_modifier = cn_faction_rel_freedom
has_province_modifier = cn_faction_levying_taxes
has_province_modifier = cn_faction_extensive_recruiting
has_province_modifier = cn_faction_equal_rights
has_province_modifier = cn_faction_increased_autonomy
}
}
}
every_owned_province = {
limit = {
has_owner_culture = yes
OR = {
has_province_modifier = cn_faction_present_loyal
has_province_modifier = cn_faction_present_disloyal
has_province_modifier = cn_faction_rel_freedom
has_province_modifier = cn_faction_levying_taxes
has_province_modifier = cn_faction_extensive_recruiting
has_province_modifier = cn_faction_equal_rights
has_province_modifier = cn_faction_increased_autonomy
}
}
remove_province_modifier = cn_faction_present_loyal
remove_province_modifier = cn_faction_present_disloyal
remove_province_modifier = cn_faction_rel_freedom
remove_province_modifier = cn_faction_levying_taxes
remove_province_modifier = cn_faction_extensive_recruiting
remove_province_modifier = cn_faction_equal_rights
remove_province_modifier = cn_faction_increased_autonomy
}
}
So Instead I based it on chance; if you have 3 provinces with devastation, for each provinces there will be a 10% chance that it will reduce loyalty by 1 each month. This is why the movement sometimes tracks up and down at the end of month, because a negative and a positive triggered.
Long answer, but I read that others had problems understanding it as well. If you have a better way or idea please let me know - im open to change