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WindingArc

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Dec 10, 2016
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So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we’ll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

@Pavía since you asked, here's my wishlist for new modding features.

Institutions
  • Change the history function in common\institutions\00_Core.txt to treat countries and provinces separately
    • Allow countries to embrace institutions without automatically spreading them to all owned provinces
    • Allow countries to have any proportion of their provinces embrace an institution, but start without the institution embraced
  • Add a country scope effect that causes a country to embrace an institution without spreading the institution to its provinces
  • Add a define that changes the percentage of development that a must have an institution fully present to embrace it
    • If possible, instead add a moddable parameter to institutions to determine how much of a nation's development must have an institution present before a nation can embrace it (e.g. Renaissance might need to be present in 30% of a nation's autonomy-modified development, but Colonialism might only need to be present in 15% of a nation's autonomy-modified development before each can be embraced)

Trade nodes
  • Add modifiers multiplying the incoming, outgoing, and local trade value using the trade node scope
  • Allow a country's share of the trade power in a particular node to be exported to a variable

State effects

Create effects to add and remove each of the following in states, using the province scope and analogous to the add_trade_company_investment effect.
  • Holy orders
  • Edicts
  • Pashas
  • Patriarchs
  • Centralize state

Province effects
  • Add spawn effects for all special units (I think the only types missing now are janissaries and all types of revolutionary guard units)
  • Add a unit drill parameter to the effects that spawn all regular and special units (this obviously wouldn't make much sense for add_unit_construction, though)
  • Create an effect to add and remove the expand infrastructure modifier from a province
  • Create an effect to set/unset a province as the tribal land of a particular tag

Province modifiers
  • Local missionary strength against heathens; local missionary strength against heretics. Both are analogous to existing local_missionary_strength modifier
  • Local land force limit multiplier; local naval force limit multiplier

Country effects
  • Add an effect to set a country's naval doctrine
  • Add one (or two) effect(s) to:
    • Expand a country's administration
    • Increase the number of times a country has expanded its administration so that expanding administration has the correct cost in the future
  • Add an effect to immediately start a disaster, even if a country doesn't meet the disaster's start conditions
  • Add two effects to:
    • Add or remove a country as any of the three types of hegemon
    • Add or subtract hegemon power from a country
  • Add an effect to add/subtract tribal development

Other
  • An effect to add/subtract tribal federation cohesion
  • An on_action for colonial nation formation, analogous to on_create_client_state
  • Moddable AI behavior for national religious conversion
  • An effect to add reforms to the Holy Roman Empire. The inverse of the revoke_reform effect.
  • Add an effect to add and remove Celestial Reforms to the Empire of China. Analogous to the revoke_reform effect for the Holy Roman Empire.
  • A define that gives drill to units that already exist in any start date (not newly trained units) as a function of professionalism. For instance, in later start dates in which countries have 60+ professionalism, their units might start with 60 drill. This value could be set to zero by default to avoid affecting un-modded EU4.
  • Allow province groupings such as trade nodes, trade companies, colonial regions, and institution spreads to be made by area or region and not just by province
  • If possible, make the effects of diplomatic actions moddable. If not, ensure that all diplomatic actions and subject interactions have moddable trigger conditions.
 
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I would say this
Make Trade Nodes assign AREAS instead of individual PROVINCES. Would making modding them less tedious.
I'd want areas in addition to rather than instead of provinces. Ideally trade nodes, trade companies, colonial regions, and any other map categorization would take regions, areas, and province ids.
 
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AFAIK areas, regions, etc. are also not proper subsets but each assigned separately. Like there's some provinces in the same region or subcontinent but different continents I think, somewhere around Panama?
 
AFAIK areas, regions, etc. are also not proper subsets but each assigned separately. Like there's some provinces in the same region or subcontinent but different continents I think, somewhere around Panama?
They're not. I don't know about Panama, but the Lancashire area in Britain is split between two trade companies despite being in a single trade node. Assuming the additional modding functionality doesn't break the base game, I don't see the harm in adding it, though.
 
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Nice list. We'll take a look on it for 1.34 patch. ;)
 
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I would like to request another feature for institutions:
Please add a defines that makes the minimum development share for embracing institutions moddable.
The current 10% are so low that any country can basically buy their way into an institution through knowledge sharing alone. I would like to experiment with values like 20%, 30% or even 50%.
 
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I would like to request another feature for institutions:
Please add a defines that makes the minimum development share for embracing institutions moddable.
The current 10% are so low that any country can basically buy their way into an institution through knowledge sharing alone. I would like to experiment with values like 20%, 30% or even 50%.
Great idea. I've added it to the list, and also asked for it to be implemented as a parameter of each institution instead of a define, if possible. That way, different institutions can be modded to require different proportions of development before being embraced.


I've also added an effect to add or remove Celestial Reforms to the list. I'll continue to add requests as people post them.
 
Something that is missing completely is the ability to interact with trade value after province generation. The multiple merchant bonus shows that this is possible.
Therefore, I suggest trade node based modifiers which multiply incoming, outgoing and local trade value in the node. These should be applied in the relevant trade node scope, just like the current trade modifiers.

Otherwise the ability to directly export certain clause trigger values to a variable would be neat. For example the ability to directly export the trade share of a given country in a given trade node to a variable or the trade share of a country in a certain trade good. These could also be useful for trade related missions with flexible conditions on how much trade share one needs to have in multiple nodes. For example 50% of the total trade share in Venice and Genoa, so that you can actually choose which trade node you want to focus on. 100% in Genoa would suffice but also 40% in Genoa and 60% in Venice.
 
For the life of me PLEASE allow editing hard coded vanilla Diplomatic Actions! Currently you cannot change anything about vanilla Diplomatic Actions, other than the trigger for when they can be pressed! And some of them don't even work properly!

This means certain things are impossible to do. Want to get rid of the Convert Tributary to Vassal button? TOO BAD! Its stuck there forever!

In addition, there are dumb bugs like being able to click on "Fabricate Claims" Diplomatic Action button regardless of the trigger. Even if the trigger is no, you can still click on the button and click on a province to fabricate, it just doesn't do anything when you hit yes. Even though it works perfectly fine in the Province View screen (you can't click on the button).
 
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I'm a little late adding these suggestions; sorry about that.

Something that is missing completely is the ability to interact with trade value after province generation. The multiple merchant bonus shows that this is possible.
Therefore, I suggest trade node based modifiers which multiply incoming, outgoing and local trade value in the node. These should be applied in the relevant trade node scope, just like the current trade modifiers.

Otherwise the ability to directly export certain clause trigger values to a variable would be neat. For example the ability to directly export the trade share of a given country in a given trade node to a variable or the trade share of a country in a certain trade good. These could also be useful for trade related missions with flexible conditions on how much trade share one needs to have in multiple nodes. For example 50% of the total trade share in Venice and Genoa, so that you can actually choose which trade node you want to focus on. 100% in Genoa would suffice but also 40% in Genoa and 60% in Venice.
If you want other values exportable to variables, let me know. Exporting a country's share of a node's trade power plus being able to check the total trade value in the node covers all of the trigger conditions for missions, events, etc. that I could think of.

For the life of me PLEASE allow editing hard coded vanilla Diplomatic Actions! Currently you cannot change anything about vanilla Diplomatic Actions, other than the trigger for when they can be pressed! And some of them don't even work properly!

This means certain things are impossible to do. Want to get rid of the Convert Tributary to Vassal button? TOO BAD! Its stuck there forever!

In addition, there are dumb bugs like being able to click on "Fabricate Claims" Diplomatic Action button regardless of the trigger. Even if the trigger is no, you can still click on the button and click on a province to fabricate, it just doesn't do anything when you hit yes. Even though it works perfectly fine in the Province View screen (you can't click on the button).
I'm guessing diplomatic actions will never be fully moddable, so I requested full moddability for trigger conditions as well.
 
What I would suggest:
  • Add defines that allow to set the maximum and minimum skill level for generated advisors, along the lines of 'MONARCH_MIN_SKILL' and 'MONARCH_MAX_SKILL'. At the moment, it is only possible to set the maximum skill level an advisor can be promoted to.
  • Add static modifiers that allow to add global modifiers that scale with monarch skills.
  • Make the modifiers of all special regiments moddable as static modifiers instead as defines. At the moment only Janissary, Rajput, Cawa and Revolutionary Guard Regiments have static modifiers. Notably the modifiers of marines cannot be changed at all.
  • Make all modifiers used in technologies usable in all other contexts. At the moment most technology modifiers, like development efficiency, military tactics, combat width, naval engagement width, 'reduced_naval_attrition' and many more, can only be used in technologies. It would be nice if these modifiers could be used everywhere. Preferably it should also be possible to use all existing modifiers in the game in technologies.
  • At the moment many rule modifiers can only be used in specific contexts, e.g. 'reduced_naval_attrition' can only be used in diplomacy technologies, 'no_religion_penalty' can one be used in ideas, 'can_chain_claim' can only be used in age bonuses, 'claim_states' can only be used in government reforms and so on. Ideally all rule modifiers should be usable in all contexts.
I hope some of these suggestions can make it into the game.
 
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Some minor triggers/effects I would like to see added/changed:

- ARTILLERY_RETREAT_MORALE = <int> , define that decides what morale artillery retreats at, if set to -1 artillery will not retreat (like how it was in 1.32)

- Changes to the "local amount of banners" modifier. Currently this modifier only modifies the banner forcelimit in provinces of primary culture, it would be nice if this modifier also worked in provinces of non-primary culture too

- set_trade_port = <province scope> , an effect which lets you set a country's main trading city to a specific province

- is_trade_port = <yes/no> , bool trigger which checks if the province scope is the country's main trading city

- WARDEC_SUBJECT_STABHIT = <int> , define which modifies the stability hit from declaring war on your overlord/your subject

- NOCB_STABHIT = <int> , define which modifies the stability hit from declaring a no cb war

- more actions to the scriptable functions file, eg: can_barrage_fort = {} , can_concentrate_development = {}, can_expand_infrastructure = {} etc

- move_great_project = {} effect, moves a specific great project to a specified province

- not sure if code supports this, but add_unit_modifier = {} which functions the same as province/country modifiers but can be used in unit scopes, which can apply bonuses to that specific unit.

- change_ae effect, which adds or reduces the amount of aggressive expansion with the specific country

- remove_guarantee effect, which removes an already existing guarantee over a country

- break_alliance effect, which breaks an already existing alliance

- Change the add_truce_with effect, which lets modders decide how many years the truce duration should be. (currently the effect only applies a default white peace truce duration, which is max 5 years)

- Add support for limit = {} in the join_all_offensive_wars_of or join_all_defensive_wars_of effects so that modders can decide what specific wars should be joined rather than all of them
 
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Some things that I've come across that have annoyed me:
  1. Add a set_papal_controller effect.
  2. Allow modders to directly read, change and set aggressive expansion values.
  3. Allow government types to have estates and factions simultaneously.
  4. Allow the ability to define which cultures a country can recruit banners from, not just their own primary culture.
  5. Ability to add provinces to a trade company from the history folder.
If I think of any more, I'll add them later.