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- Added a modulo_variable command, modulos the first value by the second. Can take another variable as the second value as well as a which argument like the other variable commands
- Added an optional "fallback" entry for a trigger_switch, this effect is run if no other entry in the trigger_switch is valid
- Added male_opinion and female_opinion modifiers
- Added on_betrothal on_action. Fires when a betrothal has been accepted. Same scopes as the on_marriage on_action
- Untied the ability to prevent a religion from being able to demand religious conversion from the pagan group. Now use can_demand_religious_conversion = yes/no toggle to change the behavior. Defaults to yes. As before the character's government must also allow them to demand religious conversion for the interaction to be possible
- Added a cancel_pregnancy = yes effect. It removes the pregnancy of the currently scoped character
- Added immortal_age history effect. Functions like the immortal_age line in create_character in that it sets the age at which the character became immortal. Make sure to actually add the immortal trait as well
- Made the bride price merchant republic functionality a government toggle, uses_bride_price = yes/no. Default is "no"
 
- Added a modulo_variable command, modulos the first value by the second. Can take another variable as the second value as well as a which argument like the other variable commands
- Added an optional "fallback" entry for a trigger_switch, this effect is run if no other entry in the trigger_switch is valid
- Added male_opinion and female_opinion modifiers
- Added on_betrothal on_action. Fires when a betrothal has been accepted. Same scopes as the on_marriage on_action
- Untied the ability to prevent a religion from being able to demand religious conversion from the pagan group. Now use can_demand_religious_conversion = yes/no toggle to change the behavior. Defaults to yes. As before the character's government must also allow them to demand religious conversion for the interaction to be possible
- Added a cancel_pregnancy = yes effect. It removes the pregnancy of the currently scoped character
- Added immortal_age history effect. Functions like the immortal_age line in create_character in that it sets the age at which the character became immortal. Make sure to actually add the immortal trait as well
- Made the bride price merchant republic functionality a government toggle, uses_bride_price = yes/no. Default is "no"

The switch fallback is neat stuff -could be simulated before with a flag, but this'll be much more elegant and a bit faster I bet.

Does cancel_birth trigger any kind of notification for the player? On the other hand, can it be used on_pregnancy to avoid getting the pregnancy notification altogether?

Modulo_variable is great for things like rounding variables, or more sophisticated stuff like deterministically execute an effect to an x% of elements in a collection (e.g. kill every one in three of your prisoners).

Now if only we could get these additions in a minor patch, that'd be awesome.
 
The switch fallback is neat stuff -could be simulated before with a flag, but this'll be much more elegant and a bit faster I bet.
That work around is precisely the reason I added it, having every effect in a switch assign a flag and then after the switch checking for the presecen of said flag to determine whether to run a fallback effect is rather poor.

Does cancel_birth trigger any kind of notification for the player? On the other hand, can it be used on_pregnancy to avoid getting the pregnancy notification altogether?
No notification is just silently removes the unborn data from the scoped character. I doubt it will block the pregnancy notification.
 
- Added a modulo_variable command, modulos the first value by the second. Can take another variable as the second value as well as a which argument like the other variable commands
- Added an optional "fallback" entry for a trigger_switch, this effect is run if no other entry in the trigger_switch is valid
- Added male_opinion and female_opinion modifiers
- Added on_betrothal on_action. Fires when a betrothal has been accepted. Same scopes as the on_marriage on_action
- Untied the ability to prevent a religion from being able to demand religious conversion from the pagan group. Now use can_demand_religious_conversion = yes/no toggle to change the behavior. Defaults to yes. As before the character's government must also allow them to demand religious conversion for the interaction to be possible
- Added a cancel_pregnancy = yes effect. It removes the pregnancy of the currently scoped character
- Added immortal_age history effect. Functions like the immortal_age line in create_character in that it sets the age at which the character became immortal. Make sure to actually add the immortal trait as well
- Made the bride price merchant republic functionality a government toggle, uses_bride_price = yes/no. Default is "no"
Nice!

Will the male_opinion etc. be restricted to traits etc. or where can we use that?
 
Any plans to de-hardcode republics? I know that's literally an expansion's worth of work, but could be useful for modding.
This thread isn't for suggestions, only for notices about and questions regarding recently implemented things. Please keep suggestions in the appropriate thread.
 
The interface skins based on being a specific religion is no longer fully hardcoded:
  • Added interface_skins = { } list in religion and religion groups. Determines the order a religion will use interface elements, taking them from the first listed to the last. The default interface is an implicit backup for all elements of all religions. If a republic then they will only use the republic interface if they have no interface_skin defined in their religion of religion group or have been set to merge the republic interface. Can be defined in both a religion and a religion group. The definition in the religion overrides that of the religion group
  • Added merge_republic_interface = yes/no to religion and religion groups. Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. The bool defaults to no and as with interface_skins can be defined in both a religion and a religion group with the definition in a religion overriding that of the religion group
This means you can make custom interface skins for specific religions and override elements of another skin to build up an interface skin.
eg: In vanilla the Taoist interface would go:
Code:
interface_skin = { taoist_interface indian_interface muslim_interface }
So for each interface element it first looks for it in the taoist interface folder, then the indian interface, then muslim and then finally default versions.
 
The interface skins based on being a specific religion is no longer fully hardcoded:
  • Added interface_skins = { } list in religion and religion groups. Determines the order a religion will use interface elements, taking them from the first listed to the last. The default interface is an implicit backup for all elements of all religions. If a republic then they will only use the republic interface if they have no interface_skin defined in their religion of religion group or have been set to merge the republic interface. Can be defined in both a religion and a religion group. The definition in the religion overrides that of the religion group
  • Added merge_republic_interface = yes/no to religion and religion groups. Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. The bool defaults to no and as with interface_skins can be defined in both a religion and a religion group with the definition in a religion overriding that of the religion group
This means you can make custom interface skins for specific religions and override elements of another skin to build up an interface skin.
eg: In vanilla the Taoist interface would go:
Code:
interface_skin = { taoist_interface indian_interface muslim_interface }
So for each interface element it first looks for it in the taoist interface folder, then the indian interface, then muslim and then finally default versions.

That is really cool. Could you provide us with the date, when the next patch that will cover this and the "male_opinion and female_opinion modifiers" will be released?
 
The interface skins based on being a specific religion is no longer fully hardcoded:
  • Added interface_skins = { } list in religion and religion groups. Determines the order a religion will use interface elements, taking them from the first listed to the last. The default interface is an implicit backup for all elements of all religions. If a republic then they will only use the republic interface if they have no interface_skin defined in their religion of religion group or have been set to merge the republic interface. Can be defined in both a religion and a religion group. The definition in the religion overrides that of the religion group
  • Added merge_republic_interface = yes/no to religion and religion groups. Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. The bool defaults to no and as with interface_skins can be defined in both a religion and a religion group with the definition in a religion overriding that of the religion group
This means you can make custom interface skins for specific religions and override elements of another skin to build up an interface skin.
eg: In vanilla the Taoist interface would go:
Code:
interface_skin = { taoist_interface indian_interface muslim_interface }
So for each interface element it first looks for it in the taoist interface folder, then the indian interface, then muslim and then finally default versions.

Is it possible to implement the same feature but for government types? And be able to determine which interface skin to prioritise? For example if I make an interface skin for theocracy or a custom government, I would like it to prioritize that skin over the religion type.

Edit: Apologies if this should be in suggestions thread but I asked in here because the feature is already being implemented but this is in addition
 
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Is it possible to implement the same feature but for government types? And be able to determine which interface skin to prioritise? For example if I make an interface skin for theocracy or a custom government, I would like it to prioritize that skin over the religion type.

Edit: Apologies if this should be in suggestions thread but I asked in here because the feature is already being implemented but this is in addition
Ehhh possible but would take a while, the entire system is based purely on religions (with the exception of the republic's special case of weirdness). So I would need to refactor the system, at which point it would be better just to have a list of interface skins in the common folder to let people generate out from instead of attach it elsewhere.
So not too likely to happen right now sorry
 
Will interface skins apply to title shields? So if I use, say, the pagan skin, will followers of that religion have pagan shields for their titles or will they be stuck with Christian ones?
 
- Moved the nomads ignoring religion in marriage and taking consort to be a bool toggle on the government form, allowing this to be disabled or extended to other governments in mods.

Done by adding marriage_ignore_religion = yes to a government, default is no.