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Let us edit this button in some fashion, like disabling it.
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You can edit every button in the gui in Imperator, here's the entry from province_window.gui file:
Code:
                    button = {
                        position = { 144 43 }
                        visible = "[ProvinceWindow.IsPlayerProvince]"
                        onclick = "[ProvinceWindow.ChangeGovernor]"
                        enabled = "[ProvinceWindow.CanChangeGovernor]"
                        tooltip = "[ProvinceWindow.GetChangeGovernorTooltip]"
                        texture = "gfx/interface/buttons/button_select_new_person.dds"
                        clicksound = "event:/SFX/UI/Generic/sfx_ui_generic_sub_tab"
                        oversound = "event:/SFX/UI/Generic/sfx_ui_generic_mouse_over"
                    #size = { 43 43 }
                    }
 
mode = subtract for modifiers for removing one modifier's worth of effects from modifiers made with mode = add.
Built-in way to make a modifier hidden like "hidden = yes". I've found a way to hide a specific modifier by editing gui, but would be nice to have a less convoluted way.
 
@blackninja9939 @Johan Can you unhardcode and script the slave-good-production system? Its very annoying as it limits any meaninful modification of the economy when only slaves can produce surpluses and there is no way to change that. Could we get a way so any to script which pops produces a surplus (if we wanted to mod an economy without slaves in which the surpluses would be produced by tribesmen or by freemen)? Could we get a scripted way so different pop types produce different trade goods surpluses? (Only freemen can produce surpluses of glass. Only slaves can produce surpluses of raw resources like grain or iron)? It was such a bummer when I found out I couldnt mod such simple thing... :(

Please please!
 
A command for set_as_coruler to function like set_as_ruler
 
Scripted effects for joining wars and other diplomatic effects like creating alliances.

On_actions for pops movement, promoting, creation and death.

Either a way to directly access things in gui data models by ID e.g. like GetBuilding(aqueduct_building) or something like GetID so I can compare string with ID of the thing I need.

A trigger to check if province is impassable to separate uninhabitable passable provinces.
Also would be nice to have a trigger for the distance between two provinces.
 
capital modifiers so country modifiers or whatever can give bonuses to the capital, i.e. capital_commerce_value_modifier, capital_citizen_output etc. etc.

I know it has been mentioned before but making rivers that divert be able to remerge would be really great.

It has probably been mentioned before but effects to change trade good and terrain type.

Also think a global scope on_action should be added as it is already useful for the games storm event and can be useful for things that are added in the future aswell as for modding.

A data_type for adding values would be nice but small thing.
 
Add a modifier for state_food_capacity (currently in a state modifier you can only use the local_food_capacity which applies to every province in the state instead of once to the state as a whole)
 
Proposal for increasing compatibility between mods by allowing the game to accept multiple setup files:

* Current setup/province_setup/character_setup files would stay and would be the baseline

* Add folders to the common folder for setup/province/character where mods can put their setup files which replace particularized entries in the main setup files
** This seems like it would be easy for province and character setup since one line is one entry similar to the way localization replacement works or defines replacement in EU/HOI
** The actual setup.txt would be more complex since it includes so many things (buildings, countries, pops, trade routes, etc.) but I can't imagine it's impossible

* In that system, each mod would only make the changes they needed to make, thereby increasing the compatibility between mods (E.G. the only conflicts would be where they edit the same entries and then players could control which overrides which through the load order). Right now, any change the these files forces you to utilize the entire file which means the last mod loaded wipes anything else in those files from other mods.
 
First off, some things have been added since this thread was started - great - thanks a lot Pdox!

Two more additions I'd like:

local_build_cost and local_build_time modifiers (can apply it for every building individually but that becomes clutter)
 
Any possibility we could get a multiplicative modifier for changes in health? Where 0 would mean health never changes, 2 means it changes twice as fast, sorta thing.