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Nicolas-

Nc-Rm
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Oct 24, 2015
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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:
  • 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).
Trade:
  • 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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* Trigger for aggressive_expansion

* Triggers for guaranteed_by, has_guaranteed, and defensive_league_with

* 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

I'll update this list based on any other suggestions made.

I would suggest categorizing either by type (triggers/effects/defines/script/etc.) or by category (units/pops/characters/diplomacy/etc.)
 
Make it possible to require more than one trade good, (or maybe other thing) to unlock a unit. For example Iron and horses for heavy cav, with many possible implementations, notably tin and copper for bronze age mods. Might be needed for the new ship types, heavy and medium maybe requiring both a tradition and wood trade good.
 
I would love to have more options to fine-tune buildings placement like this:

Code:
aestii_building = {
    global_population_growth = 0.5
    allow = {
        OR = {
            country_culture_group = baltic
            country_culture_group = proto_european
        }
    }
    order = 5
    cost = 10
    time = 30
}
 
There is on_invention I think, and in_naval_battle and in_land_battle, do those not serve the purpose you're looking for? Please let me know thanks!
Yeah. I was mistaken thinking they were monthly triggers, instead of daily. :eek:
I would like a separate on_battle_start trigger though, like in Stellaris. It's possible to do something like that with the current setup, but it skips the first day.

Though I imagine it wouldn't be useful until unit modifiers come around...
Tech level is likewise something that can be measured, but it'd be better performance-wise if it were a hook
 
Add a way to stop specific pop type from naturally growing/declining or otherwise control which pop type is growing/declining.
A way to scope to enemy unit during a fight (something like any/ordered/random_enemy_unit) because right now I have to save unit_location and search through all armies of all countries at war with checking their location.
And a trigger to check the type of subunit or number of subunits of specific type in unit.
 
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Add commands for:
-annex country (maybe I'm totally missing it but I don't see it anywhere; right now you have to individually cede all their provinces)

-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)
 
Add effects for migration, for example:
1. Make a province migrate (probably most important)
2. Make a unit a migration unit

Other things:
1. Add trigger for diplomatic distance, so you can do things based on distance between nations, and not just by neighbor.
2. Add modifier for being able to move through lands controlled by other nations, currently migrating units can do this. Game could use some kind of "hostile" effect like raiders in CK2.
3. Make trigger or something for province capital, might be added in 1.1 anyway cause of the new centralize governor policy.
4. on_action for just global events, no idea if I'm just unaware of this but an on_action that triggers once with no root scope, compared to yearly_country triggering for every country. Obviously possible to mimic but would be nice to have.
5. Effect for removing ownership, or just make set_owner = none or similar work. (Used for example for create_country making a new migratory country and then remove)
6. Make create_country possibly work on units.
 
I'd say, the government system should be moddable. Instead of everyone having 8 manually appointed ministers of equal rank, it should allow more. And government positions should be divided into ranks as well, so a modder can for example make 6 Quaestors, 2 Aediles, 2 Praetors and so on and display them in the order of seniority in the government window. Would also help in monarchies and such where there was a defined divide between junior and senior ministers, especially in the organized bureaucracies. And that would allow the modders to relegate historically unimportant stuff like "court doctor" and such to the bottom.

It should be dynamic, to allow modders to create a representation of everything from a Gallic Tribe to the Diadochi centralized imperial governments of India and China...without being limited by the 8-person government system.
 
Make the % of culture, religion, and pop types in a nation and state accessible to triggers/variable functions. You're already doing the processing to calculate them for the pie chart displays but I have to do all the same math over again in my maintenance routines in order to make use of the numbers with triggers or multiply them by other variables.

Also, it would be great if .culture_group worked the same way .religion and .culture do in triggers for various scopes. (e.g. dominant_province_culture = owner. culture is valid but province_dominant_culture_group = owner.culture_group is not currently valid)
 
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The possibility of adding conditions to determine which characters that are eligible to hold an office, and further conditions (other than whether or not it is a monarchy, tribe or republic defined in the type and the skill for the office) that determine who is allowed to grant the office. A bit like for minor titles in CK2, for those that are familiar with the game.
 
A way to flag the character as not being able to marry (Why is this is not in the game with Rome in the name? How are we supposed to have Vestals?). Or at least a way to disable hardcoded marriage rules like forced marriage of heads of families so modders can do their own event-based system.
 
Let us edit this button in some fashion, like disabling it.
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