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I figured White Walkers had something to do with that request... ;)
It'd also allow for multi-ethnic cultures - more useful in modern-day / post-apocalyptic / sci-fi mods, I guess, but places like Iberia, post-Ottoman Greece or the Holy Land might make use of it, too - just because the Franks invade Acre, doesn't mean everyone there suddenly turns white.

Out of curiosity, how is the actual appearance determined? Do the numbers just stay the same, or are they randomly regenerated, or...? What if, for example, you're using nose slot X, but the new gfx set only has X-2 nose graphics?
 
So, uh, about that bug with female succession in republics. It'd be really nice for modders if that was fixed.

Please link me to such a bug report so I can have all details needed.
 
Please link me to such a bug report so I can have all details needed.

Basically, when a merchant republic is programmed to use Cognatic Succession, it almost works, except in one particular case - if a doge's dynastic heir is female, and she isn't going to win the election. In that case, the dynastic titles will instead all pass to the new doge, causing a game over for the old doge's family.
 
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Basically, when a merchant republic is programmed to use Cognatic Succession, it almost works, except in one particular case - if a doge's dynastic heir is female, and she isn't going to win the election. In that case, the dynastic titles will instead all pass to the new doge, causing a game over for the old doge's family.

And republics are also hardcoded to be incapable of making matrileneal marriages, which makes your cognatic republic somewhat more complicated.
 
And republics are also hardcoded to be incapable of making matrileneal marriages, which makes your cognatic republic somewhat more complicated.

And only males count towards trade post limit/receiving shares of income. In order to make enatic and cognatic republics truly functional, the defines should need to be altered to provide that
 
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All of the additions & fixes posted in this thread so far will be in the next patch. And with that I will return to EU4 for a couple of weeks.
 
It'd also allow for multi-ethnic cultures - more useful in modern-day / post-apocalyptic / sci-fi mods, I guess, but places like Iberia, post-Ottoman Greece or the Holy Land might make use of it, too - just because the Franks invade Acre, doesn't mean everyone there suddenly turns white.

Out of curiosity, how is the actual appearance determined? Do the numbers just stay the same, or are they randomly regenerated, or...? What if, for example, you're using nose slot X, but the new gfx set only has X-2 nose graphics?

Thank Pluto this will be in. Multi-ethnic cultures were something we were trying to figure out how to do, and this feature makes it possible.

All of the additions & fixes posted in this thread so far will be in the next patch. And with that I will return to EU4 for a couple of weeks.

Can we have a rough ETA on when these new features will be in? Is this update going to come in a long time (ie with next DLC) or is it sometime soon?

Thanks for everything you've done Gars, we appreciate it.
 
All of the additions & fixes posted in this thread so far will be in the next patch. And with that I will return to EU4 for a couple of weeks.

Are you porting whatever you do in Eu4 to Ck2 if possible? For example that thing about localisation from mods replacing vanilla localisation without the need to copy localisation files.
 
It'd also allow for multi-ethnic cultures - more useful in modern-day / post-apocalyptic / sci-fi mods, I guess, but places like Iberia, post-Ottoman Greece or the Holy Land might make use of it, too - just because the Franks invade Acre, doesn't mean everyone there suddenly turns white.

This is why graphical culture and real culture are different ;) You can have Frankish characters with Arabic faces.
 
This is why graphical culture and real culture are different ;) You can have Frankish characters with Arabic faces.
As-is, a character can have a graphics set at odds with his culture, but only because he either changed culture or inherited his appearance from a parent.

Randomly-generated characters, like those who appear automatically, are whatever the culture normally is - a line of Irish counts stranded in Ceylon for two centuries will keep generating courtiers who look exactly like them. For a more striking example, imagine a modern-day mod where every randomly-generated American-culture character was white. Doesn't quite work, does it?

Of course, this change doesn't eliminate the situation as it stands, but it does make modding such features in for mods that require it a fair deal easier.
 
Are you porting whatever you do in Eu4 to Ck2 if possible? For example that thing about localisation from mods replacing vanilla localisation without the need to copy localisation files.
Works already as long as you make sure to name your localisation file something earlier in the alphabet than vanilla's localisation file.
Still would be nice to have mod localisation always override rather than based on lexical order though, but no copying of localisation files has ever been necessary.
 
As-is, a character can have a graphics set at odds with his culture, but only because he either changed culture or inherited his appearance from a parent.

Randomly-generated characters, like those who appear automatically, are whatever the culture normally is - a line of Irish counts stranded in Ceylon for two centuries will keep generating courtiers who look exactly like them. For a more striking example, imagine a modern-day mod where every randomly-generated American-culture character was white. Doesn't quite work, does it?

Of course, this change doesn't eliminate the situation as it stands, but it does make modding such features in for mods that require it a fair deal easier.

It would be pretty nice indeed if generated courtiers had your culture and the local graphical culture. This should really be implemented in vanilla actually.
 
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It would be pretty nice indeed if generated courtiers had your culture and the local graphical culture. This should really be implemented in vanilla actually.
You might be able to do that yourself. Before the local culture shifts, anyway. Set up the recruitment actions to spawn characters with the graphics culture of the capital, and make mayors and bishops flip to the local graphics when they randomly spawn using an event that checks for a flag and sets it after it triggers.
 
You might be able to do that yourself. Before the local culture shifts, anyway. Set up the recruitment actions to spawn characters with the graphics culture of the capital, and make mayors and bishops flip to the local graphics when they randomly spawn using an event that checks for a flag and sets it after it triggers.

Couldn't you have them spawn with the culture of the capital, thus giving them its graphical culture, then in a new_character = { } block set their culture to that of the decision-taking character? Or, better yet, set it to the location of the decision-taking character, allowing you to hire a selection of "foreign" advisors?

Actually, that could work well... rather than the employment decisions making courtiers of your culture and religion, they could be split into a series of "Employ [Type] Advisor" decisions. The culture and religion of the employed advisors would be then based on the location of the character taking the decision. They would get a +opinion modifier towards the character for being hired, but wouldn't be able to be given land (unless you invite a random noble). That would make advisors more realistic (being tied to the local area, rather than the hiring character) and more interesting, in that you could have a fairly diverse court, relatively speaking, instead of the usual same-culture, same-religion courtiers.

I haven't really thought too deeply into this variant of the idea, but overall graphical culture of the local (capital) area should be preserved - but a rework of the employment/advisor system could be interesting, as well.
 
Silly question, but by next patch, is that the patch that's currently in beta, since that technically is the next (release) patch. Or does it mean the patch after that?
 
Please link me to such a bug report so I can have all details needed.

LTTP:

I don' think this is the same problem that Galle is talking about but my Founder of the Republic mod, disables its decision for female characters due to this bug.

That one happens for me regardless of how I have the mod set gender succession laws.
 
LTTP:

I don' think this is the same problem that Galle is talking about but my Founder of the Republic mod, disables its decision for female characters due to this bug.

That one happens for me regardless of how I have the mod set gender succession laws.

While it doesn't seem to be the same bug, it sure sounds like it's related somehow, especially in how it only happens with the doge, not the ordinary patricians.
 
Silly question, but by next patch, is that the patch that's currently in beta, since that technically is the next (release) patch. Or does it mean the patch after that?
they've been adopted in the 2.1.5.6 beta already actually, so you can test them right now by just opting into the beta