Hello,
Since this thread doesn't exist yet for this game. I thought about creating a new one. You can suggest here the addition of effects, triggers, modifiers, on_actions and other mechanics. I'll update the list accordingly.
Here are few suggestions from what I've seen in the modding discord:
Characters:
Countries
Trade:
Armies
Pops
Research/Inventions/Traditions
Variables
On Actions:
Buildings:
I'll update this list based on any other suggestions made.
Since this thread doesn't exist yet for this game. I thought about creating a new one. You can suggest here the addition of effects, triggers, modifiers, on_actions and other mechanics. I'll update the list accordingly.
Here are few suggestions from what I've seen in the modding discord:
Characters:
- Set_primary_heir effect for characters (ability to select an heir via an effect)
- Divorce effect (especially with the new consort system that's coming)
Countries
- war_score or surrender_ratio trigger/script_value that allows the modding script to know the war score of a country against another country.
- Create_Alliance effect (I don't know if this is possible. But it would be good for modders who want to mod mechanics to bypass current alliance system)
- Ability to mod country ranks rules (as in whether they can ally, guarantee etc..)
- Trigger for aggressive_expansion
- Triggers for guaranteed_by, has_guaranteed, and defensive_league_with
- annex_country
- end existing subject relationship (even if it's just the current make_subject command accepting type = free or type = none or something to have the effect)
- make_subject command should override existing diplomacy (currently does not; will not replace an existing subject type and can result in alliances or defensive leagues still being active on a subject country that shouldn't have them)
- Ability to mod country income and manpower tooltips in the top bar (to be able to add new source of income, for example production).
- Add effect create_trade_route that creates trade route between root province and target province maybe, with a trade good selected?
Armies
- Subunit Experience trigger/value as well as add_experience effect if possible
- Add the ability to use allow_unit_type as an effect
- Make it possible to require more than just one trade good for a unit
- Subunit type and number triggers
- Ability to scope to enemy troops in a battle
- allow_unit_type as effect
Pops
- add_happiness or a happiness modifier that could be applied to each pop individually
- Output_Efficiency trigger if possible (happiness does exist but not output_efficiency), I think this could have to do with the province instead like happiness?
- Ability to use variables on pops (I don't know if they were left out because of performance issues but it would be really cool if they supported variables, which could allow for them having their own wealth etc., as long as it doesn't become a performance problem?)
- Modifier to adjust how many pops are automatically killed when city is taken (right now we only have modifier for how many are enslaved).
- Defines to adjust baseline for how many pops are automatically killed and enslaved when city is taken
- Ability to base population growth on pop types
Research/Inventions/Traditions
- Ability to allow_unit_type in inventions
- Buy_Invention effect
- Buy_Tradition effect
- Ability to set price for each type of invention (religious power for religious inventions etc..)
Variables
- Ability to .GetName on characters/countries/provinces etc stored inside variables
- Ability to use variables on pops (I don't know if they were left out because of performance issues but it would be really cool if they supported variables, which could allow for them having their own wealth etc., as long as it doesn't become a performance problem?)
- Targeted Variables like in HOI4 could be useful as well.
- Ability to use variables in prices if possible?
On Actions:
- Enacting Laws
- On tech level gained
- on_battle_start trigger
- On_unit_created/On_Subunit_created triggers
Buildings:
- Trigger for level of buildings in a province (currently there's only has_building which doesn't take into account level) or at least trigger for total number of buildings in a province
- Ability to cap level of buildings either in defines or in building settings
- Perhaps add allow = {...} to add pre-requisites to the building such as country or province triggers
- Ability to queue a building rather than build instantly
I'll update this list based on any other suggestions made.
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