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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