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Various Edits (Cultures, WRE Title, TFE law fix, etc.) (#2573) #minor
Closes #2373, closes #2400 - Added `e_western_roman_empire` title, and gave it proper title mappings. - Modified various decisions/effects/etc to account for new `e_western_roman_empire` title. (There is likely still a few things that could/should be modified, but I think I got most of the important ones for now) - Added custom COA definitions for `e_western_roman_empire` and `e_byzantium` based off the Imperator Rome flags. - Modified culture mapping for CK3 `roman` so that any Latin/Italic cultures that are in Imperator's ROM, ERE, or WRE will now become Roman, instead of just under ROM. Closes #2112 - Add new non-Romanized Greeks culture, `hellenic_greek`, and made that the fallback culture mapping for Imperator greek cultures. - Made some of the converter cultures descend from `hellenic_greek` instead of `greek`. - Made a new definition of `greek` in converter_cultures.txt so it will overwrite the base game definition to properly show that it is now a hybrid of `roman` and `hellenic_greek`. - Renamed `greek` to Romaios. - Made it so CK3's base game `greek` culture only gets mapped to by Greek cultures that are in ROM, ERE, or WRE in Imperator. Closes #2500 - Modified the can_pass conditions for TFE's imperial_authority_3 law to require that at least one year has passed in-game. Normally TFE checks each of its start dates separately to see if at least 5 days has passed, but that isn't compatible with the converter's dynamic start date, so it had to be changed, and this seems to be the best way to make it compatible with any start date. - Added localization to explain the delay in game so users aren't confused why they can't pass the law. Other: - Updated `roman` culture definition to use RtP traditions, where applicable. - Modified cultures that use `heritage_byzantine` to instead use TFE's `heritage_hellenistic` if TFE is loaded so they are all in the same heritage. - Noticed a few cultures that had the same colors set, making them blend together. Changed a few to better differentiate them. - Added a game start on_action that replaces the primary title of any titular duchy-level admin governor to use a relevant duchy that actually has counties beneath it to ensure the admin mechanics work properly. - Changed Imperator's `syriote` culture to map to `syro_hellenic` to be more in line with TFE's mappings. - Made `aremorican` map alongside rest of the gallic cultures. - Made the Britannic cultures map to `breton` if they are in the armorica_region. --------- Co-authored-by: iht <IhateTrains@users.noreply.github.com>
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ImperatorToCK3/Data_Files/blankMod/output/common/coat_of_arms/coat_of_arms/99_attributed_arms.txt

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@@ -194,4 +194,26 @@ purple_coa = {
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pattern = "pattern_solid.tga"
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color1 = "purple"
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color2 = "purple"
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}
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e_western_roman_empire = {
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pattern = "pattern_solid.tga"
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color1 = "roman_red"
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color2 = "roman_gold"
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colored_emblem = {
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texture = "ce_roman_eagle.dds"
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color1 = "roman_gold"
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}
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}
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e_byzantium = {
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pattern = "pattern_solid.tga"
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color1 = "ck2_purple"
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color2 = "roman_gold"
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colored_emblem = {
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texture = "ce_roman_eagle.dds"
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color1 = "roman_gold"
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}
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}
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destroy_if_invalid_heir = yes
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capital = c_arrajan # IRToCK3: adjusted for vanilla CK3 map
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}
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e_western_roman_empire = {
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color = hsv { 0 0.91 0.55 }
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color2 = { 255 255 255 }
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capital = c_roma # Rome
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definite_form = yes
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ruler_uses_title_name = no
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}

ImperatorToCK3/Data_Files/blankMod/output/common/on_action/IRToCK3_admin_game_start.txt

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@@ -5,6 +5,12 @@ on_game_start = {
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}
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}
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on_game_start_after_lobby = {
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on_actions = {
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IRToCK3_fix_admin_duchies_game_start # IMP-CK3: This on_action is to fix the situation where some duchy vassals created from Imperator governorships are titular, so they don't work properly when inside Admin realms. This is meant to fix that by replacing the titular duchy with a relevant duchy with de jure counties beneath it, so it will work properly.
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}
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}
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IRToCK3_create_admin_noble_families = {
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effect = {
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every_ruler = {
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create_noble_family_effect = yes
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}
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}
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}
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IRToCK3_fix_admin_duchies_game_start = {
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effect = {
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every_ruler = {
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limit = { # This effect should only be done on duke-level governors whose duchy title has no de jure counties beneath it. The land they control must also have a de jure duchy that exists but isn't created. This is to ensure this effect only runs on the characters who actually have a viable duchy title to create.
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government_allows = administrative
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primary_title = {
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tier = tier_duchy
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is_noble_family_title = no
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is_titular = yes
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}
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sub_realm_size >= 1
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any_sub_realm_county = {
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exists = duchy
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NOT = { exists = duchy.holder }
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}
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}
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save_scope_as = titular_governor
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primary_title = {
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save_scope_as = titular_governorship_duchy
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}
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# Save every duchy the character owns at least one county of in a list to determine which should be given
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every_sub_realm_county = {
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limit = {
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exists = duchy
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NOT = { exists = duchy.holder } # Obviously they shouldn't steal a duchy from someone else
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}
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save_scope_as = test_county
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if = {
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limit = {
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scope:titular_governor = {
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NOT = {
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is_target_in_variable_list = {
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name = de_jure_duchies_list
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target = scope:test_county.duchy
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}
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}
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}
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}
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scope:titular_governor = {
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add_to_variable_list = {
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name = de_jure_duchies_list
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target = scope:test_county.duchy
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}
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}
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}
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clear_saved_scope = test_county
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}
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# Go through all of the duchies in the list, sort them the percentage of the counties they hold, and choose the first one in that ordered list (meaning they hold the greatest percentage of that duchy compared to the rest). This should help make it give priority to duchies they completely control, but allows it to easily determine the best option if they don't completely control any duchy
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ordered_in_list = {
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variable = de_jure_duchies_list
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order_by = { # Need to determine percentage of the duchy that they hold
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value = 0
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every_de_jure_county = { # This gets the number of counties that the character controls
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limit = {
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exists = holder
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OR = {
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holder = scope:titular_governor
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holder.liege ?= scope:titular_governor
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}
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}
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add = 1
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}
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multiply = 100 # Don't know how well the game handles decimals, since I think some stuff gets rounded automatically. This is just to prevent any possible problems with decimals before they appear
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divide = { # This will get the total number of counties in that duchy, and then divide that into the value obtained above to get the percentage of the duchy that the character controls
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value = 0
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every_de_jure_county = {
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add = 1
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}
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}
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}
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position = 1 # Makes sure that the duchy with highest percentage owned is being saved
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save_scope_as = new_duchy_title
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}
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# Give the chosen duchy to the character, make it their primary, then destroy the old titular title
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create_title_and_vassal_change = {
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type = created
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save_scope_as = title_change
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add_claim_on_loss = no
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}
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scope:new_duchy_title = {
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change_title_holder = {
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holder = scope:titular_governor
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change = scope:title_change
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}
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}
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resolve_title_and_vassal_change = scope:title_change
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set_primary_title_to = scope:new_duchy_title
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destroy_title = scope:titular_governorship_duchy
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# Variable/Scope Clean Up
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clear_variable_list = de_jure_duchies_list
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clear_saved_scope = new_duchy_title
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clear_saved_scope = titular_governorship_duchy
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clear_saved_scope = title_change
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clear_saved_scope = titular_governor
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}
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}
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}
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# This is required for the trigger localization to properly display explaining why this law can't be passed right away in TFE
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irtock3_tfe_imperial_authority_3_time_trigger = {
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first_not = IRTOCK3_TFE_IMPERIAL_AUTHORITY_3_TIME_TRIGGER_TT
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}

ImperatorToCK3/Data_Files/blankMod/output/localization/replace/english/zzz_IRToCK3_vanilla_override_l_english.yml

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assyrian_collective_noun: "Assyrians"
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assyrian_prefix: "Assyro"
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greek: "Romaios"
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greek_collective_noun: "Romaioi"
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greek_prefix: "Romaio"
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# recreate_byzantine_empire_decision overrides to allow Romans to take the decision too
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is_greek_tt: "You are $greek$ or $roman$"
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is_greek_descendent_tt: "Your [culture|E] descends from $greek$ or $roman$"
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no_byz_emp_exists_tt: "No [ruler|E] holds [GetTitleByKey('e_byzantium').GetNameNoTier] or [GetTitleByKey('e_roman_empire').GetNameNoTier]"
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# refound_pandidakterion_decision overrides to account for the fact that the Pandidakterion was never actually founded in the game's timeline, so this would be its founding
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refound_pandidakterion_decision: "Found the Pandidakterion"
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refound_pandidakterion_decision_desc: "Being one of the most important cities in the world, it is only proper that [GetTitleByKey('c_byzantion').GetNameNoTier] has the institutions to reflect its status. It is time we make it the largest center of study in the world with the founding of the [Glossary( 'Pandidakterion', 'PANDIDAKTERION_GLOSS' )]!"
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refound_pandidakterion_decision_tooltip: "Begin organizing the great University of Constantinople"

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