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Is it possible to allow us to have culture-specific loc for the pop types? Such as roman nobles being patricii, greek ones being aristoi, etc etc
 
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Also one more pet peeve of mine: could subjects of primary war participant in peace deals: 1) not count as secondary war targets? and 2)not get scaling penalty for being small?
They're subjects, they can't be peaced out separately so peacing out vassal-heavy country feels too punishing - especially since 5 OPMs are 100% of warscore pretty much and you need to do weird peace-deals at best to deal with this.

Or if defines could be dropped to fix that in a mod, for vassal status there's PEACE_COST_MODIFIER_FOR_NON_TARGET = 0.33, so there could be PEACE_COST_MODIFIER_FOR_WAR_LEADER_SUBJECT = -0.33 to mitigate it, don't know about size-based one.
Also no clue why same culture and same religion penalties apply below, they shouldn't as per their descriptions in 00_defines
suggestion.png
 
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I respectfully want to say that this is a mockery. To release such small patches and spit on the development of the game. Let the sycophants praise you, but I am speaking honestly
I am trying to decide if this is trolling or a legitimate complaint. How does any patch work, even thought it may be "small", bad?
 
Thanks so much for supporting the continued modding of this game and for enabling more functions to be used by modders!

One request I would LOVE to have implemented: please move Rise of the Family that automatically adopts existing characters (and changes their names) to the new Major Family from code to script (where it used to be), please! I would love it if people could mod it so that characters wouldn't just start losing their unique family names just because a new major family rose. This used to be possible, but at some point the major family promotion stuff was moved from script to code and I hope that can be reverted.

This is especially an issue with Rome which has a lot of unique minor family characters whose names get obliterated by adoption when a new major family rises. Thank you!!!
 
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So I'll add a request too (not mentionning the wish that the main thing I would like to see is a rework of tribal nations!).

Would it be possible to keep trade routes running when a revolt breaks out abroad and some provinces change ownership (or even more generally when provinces change hands for whatever reason) - as long as conditions of acceptance remain the same?
It's a real pain to have to start all over again when Egypt splits in two (random example...).
 
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It's a start. On the other hand, it would also be cooperative to:
- allow to work on successions (put all types of agnatic to enatic).
- It would be cool to be able to create invasions like on CK3 with countries without provinces.
- It would be cool to correct the problem of women who never have children if they have positions or are queen or leader (I created in my mod a way to have only women in positions and as leaders and they never have children I had to get around it but I don't like it).
- Allow like gender equality to have a possibility of having societies dominated by women (we have it on CK3 so it would be good to put it on imperator).
- Put happiness and conversion modifiers according to a specific religion (for example increase or decrease the happiness of the Hellenic, increase or decrease the conversion rate of Jews).
- Make cultures able to have cultural modifiers.
-Also make more possibilities for religions in terms of diversity like ck2 or ck3.
-Allow the creation of a pillaging army for tribes.
-Allow the creation of nations without countries like the papacy or countries outside the map.
-Give the possibility of changing the culture and/or religion of a non-colonizable province during the game, especially on the edge.
-In the deities, make it so that it can give happiness to several religions, especially for those who want to create the arrival of Christianity and its many heresies.
-Offer the possibility of creating units based on variables. For example, a unit specific to a culture or religion or a specific variable.
-For the republic, offer the possibility that characters join a group based on a variable.
-Allow a variable to be set to a character based on a characteristic of the character (hair color, ethnicity, or other).

If you do that we can already do a lot of things.
If you have other ideas people don't hesitate I may have forgotten some.
Following the ideas I launched.
-It would be interesting to be able to create adventurers like for the Vikings on CK3.
-Make the traits can give effects depending on the situations (for example a trait would only apply certain aspects if we have a certain situation like what is done for CK3)
-Do the same thing for character modifiers
-I don't know if this is the case with the new update and if it works currently it's cool but I haven't tried it yet, but being able to put can_marry or can_inerit in the traits or modifiers like for positions or commands.
-Fix the problem in the laws. If I add a law the scrolling eats part of the text and adding several laws poses problems.
-Also make the windows for dynamic cultural actions so that if I want to add some it adjusts automatically and not after without the window expanding.
-Make it as for CK3 in the menu we can change nation easily. This will allow a person not to take a nation that appeared during games.
-For GFX allow to put characters in 2D without too much difficulty if we want to make characters not adapted to what we have in 3D.
-Put a possibility of scrolling on the buildings if we want to add some for certain cultures so that they are not hidden by the interface.
-If it is not yet supported allow to create cultural buildings (potential is culture or religion).
-For successions in addition to agnatic to enatic to be able to make different forms of succession as in CK2 or CK3 or even create some with personalized successions.
-For pillaging armies to be able to do as on ck2 or Ck3.

For the moment I have no other ideas.
 
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Following the ideas I launched.
-It would be interesting to be able to create adventurers like for the Vikings on CK3.
-Make the traits can give effects depending on the situations (for example a trait would only apply certain aspects if we have a certain situation like what is done for CK3)
-Do the same thing for character modifiers
-I don't know if this is the case with the new update and if it works currently it's cool but I haven't tried it yet, but being able to put can_marry or can_inerit in the traits or modifiers like for positions or commands.
-Fix the problem in the laws. If I add a law the scrolling eats part of the text and adding several laws poses problems.
-Also make the windows for dynamic cultural actions so that if I want to add some it adjusts automatically and not after without the window expanding.
-Make it as for CK3 in the menu we can change nation easily. This will allow a person not to take a nation that appeared during games.
-For GFX allow to put characters in 2D without too much difficulty if we want to make characters not adapted to what we have in 3D.
-Put a possibility of scrolling on the buildings if we want to add some for certain cultures so that they are not hidden by the interface.
-If it is not yet supported allow to create cultural buildings (potential is culture or religion).
-For successions in addition to agnatic to enatic to be able to make different forms of succession as in CK2 or CK3 or even create some with personalized successions.
-For pillaging armies to be able to do as on ck2 or Ck3.

For the moment I have no other ideas.
Oh yes I forgot one: Communicate more with us, every time we have gaps of several months without anything, without people who even answer the questions we ask you.
It's not an improvement of the game but it would have been welcome anyway.
 
I continue my ideas to increase the possibilities of modding.
-Have as for Ck3, CK2 or stellaris a tab to have game rules (game_rules). Invictus has created some but having this created in the game and easily created would be good.
-Have an on_action for when a woman gets pregnant like in Ck2 or ck3.
-Have flags already built (like in ck3) that could be used easily to avoid the conversion of a character, not that he is adopted, that he does not change culture, etc ....
This could allow easy compatibility between mods.
-Have the possibility that certain titles (office) are only held by a specific character, especially for religious titles. For example when we want to do the Christian religion that the recipient of the title is always a member of the clergy and not a layman.
-Make the triggered character modifiers work. When you want to create some it doesn't work even though it would be very useful but they seem to be hard coded.
-I don't know if it's possible but do as in ck3 add sexuality to the characters.
-Be able to produce a resource using a building (for example, we create a resource and it would only be usable if we build the building that produces it.
-Allow the governorship to be defined as hereditary allowing the junction to the Middle Ages and Ck2 or ck3 in the conversions.
-Allow the slave revolts that have been removed, but also the cultural, religious or peasant revolts which would bring more dynamics.
-Make it so that migrating peoples can plunder the provinces they cross (even for the AI) without this triggering a war between two countries but just a hostility like for the plunderers of Ck2 or Ck3.
-Make it so that during an annexation by another country certain characters who are not from the great families can be transferred to the new country. This could be guaranteed by a flag or have a list directly in the event where we would add the conditions.
-Make it so that the policy governors can have conditions. For example, add a governor_policy that would only exist if I have a culture, a religion or other variables.
-I don't know if it's possible but being able to put opinions between countries according to their religion, their doctrine, etc.... I haven't tried it yet and it may be possible but as an example I would give a penalty to a country that does not have at least equality for women in a country with a matriarchal culture for example. Doing it dynamically and automatically would be cool.

If you have other ideas, don't hesitate, I haven't tested everything. For the developers of Invictus, your opinion on certain limits that you have encountered would be appreciated to give more ideas, hoping that they will be treated by the developers.
 
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I continue my ideas to increase the possibilities of modding.
-Have as for Ck3, CK2 or stellaris a tab to have game rules (game_rules). Invictus has created some but having this created in the game and easily created would be good.
-Have an on_action for when a woman gets pregnant like in Ck2 or ck3.
-Have flags already built (like in ck3) that could be used easily to avoid the conversion of a character, not that he is adopted, that he does not change culture, etc ....
This could allow easy compatibility between mods.
-Have the possibility that certain titles (office) are only held by a specific character, especially for religious titles. For example when we want to do the Christian religion that the recipient of the title is always a member of the clergy and not a layman.
-Make the triggered character modifiers work. When you want to create some it doesn't work even though it would be very useful but they seem to be hard coded.
-I don't know if it's possible but do as in ck3 add sexuality to the characters.
-Be able to produce a resource using a building (for example, we create a resource and it would only be usable if we build the building that produces it.
-Allow the governorship to be defined as hereditary allowing the junction to the Middle Ages and Ck2 or ck3 in the conversions.
-Allow the slave revolts that have been removed, but also the cultural, religious or peasant revolts which would bring more dynamics.
-Make it so that migrating peoples can plunder the provinces they cross (even for the AI) without this triggering a war between two countries but just a hostility like for the plunderers of Ck2 or Ck3.
-Make it so that during an annexation by another country certain characters who are not from the great families can be transferred to the new country. This could be guaranteed by a flag or have a list directly in the event where we would add the conditions.
-Make it so that the policy governors can have conditions. For example, add a governor_policy that would only exist if I have a culture, a religion or other variables.
-I don't know if it's possible but being able to put opinions between countries according to their religion, their doctrine, etc.... I haven't tried it yet and it may be possible but as an example I would give a penalty to a country that does not have at least equality for women in a country with a matriarchal culture for example. Doing it dynamically and automatically would be cool.

If you have other ideas, don't hesitate, I haven't tested everything. For the developers of Invictus, your opinion on certain limits that you have encountered would be appreciated to give more ideas, hoping that they will be treated by the developers.

While the concept of hereditary governorships is mostly associated with the Middle Ages it was also a thing in Antiquity.

For example I can name an example from the Achaemenid Empire in the case of the Hecatomnids who by all accounts ruled as hereditary governors of Caria.

Not to mention that, I am not an expert on Roman history, Octavianus pretty much inherited an army from Caesar after the Ides of March. So there might be a case for having disloyal armies and cohorts be inherited as well, under the right circumstances.

https://en.wikipedia.org/wiki/Hecatomnids

Possibly one could add this as a game rule if these things could be inherited as it would make it potentially harder for the player when you can't simply wait for a disloyal character to die and then regain control over a province or army.

EDITED: And I should also mention the Barca quasi-private empire in Spain before and during the Second Punic War (although I'm not 100% correct if hereditary positions would be the correct way to represent that).
 
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While the concept of hereditary governorships is mostly associated with the Middle Ages it was also a thing in Antiquity.

For example I can name an example from the Achaemenid Empire in the case of the Hecatomnids who by all accounts ruled as hereditary governors of Caria.

Not to mention that, I am not an expert on Roman history, Octavianus pretty much inherited an army from Caesar after the Ides of March. So there might be a case for having disloyal armies and cohorts be inherited as well, under the right circumstances.

https://en.wikipedia.org/wiki/Hecatomnids

Possibly one could add this as a game rule if these things could be inherited as it would make it potentially harder for the player when you can't simply wait for a disloyal character to die and then regain control over a province or army.

EDITED: And I should also mention the Barca quasi-private empire in Spain before and during the Second Punic War (although I'm not 100% correct if hereditary positions would be the correct way to represent that).
Yes you are probably right, I do not yet have a good knowledge of the systems of antiquity. Your idea of a loyal legion to a commander who passes to his successor yes that would be cool.
Now with all the ideas that I put I do not know if they will read them and take the ideas. The future will tell us but I believe it is not so.
 
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For myself the single thing which I would most like to see added is a priesthood for each tag.

That is a high priest, as I believe is already found as an office, and one position to fill for each sacred site a tag control. Kind of similar to governors but generally open to female characters as well.

I don't think we'll get it but to me it would be pretty cool.
 
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For myself the single thing which I would most like to see added is a priesthood for each tag.

That is a high priest, as I believe is already found as an office, and one position to fill for each sacred site a tag control. Kind of similar to governors but generally open to female characters as well.

I don't think we'll get it but to me it would be pretty cool.

Open to women, depending on the religion, of course. Not everyone has Vestal Virgins.
 
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Darn, I wish I had seen this a week ago instead of only now. It's thrilling to see devs still supporting this game and even considering adding more improvements still! I hope that, among other things, someone could take the time to proofread the descriptions for military traditions before the full patch is released. There's a blurb of text for each of the several dozens of traditions and many of them contain inconsistent spelling, capitalization and comma usage or are just written awkwardly. It would be incredibly time consuming for me to write down each description that could use a correction IMO but I can list a few to give a general idea of what can be improved:

When specific battles are referenced in descriptions, the word battle is used either in lowercase or in uppercase. I would recommend always using uppercase. Also, in the first example I quote, Teutoburg Forest is misspelled.
  • "'Quintili Vare, legiones redde!' - The battle of Teutoberg Forest was a decisive victory for the Germanic tribes, all but wiping our three entire Roman legions. While a combination of factors contributed to this, the Germanic familiarity with the dense terrain was a major one." (Ambush, Celtic Traditions)
  • "As Rome grew in stature, military service became a matter of honor for young Roman men. Indeed, even after defeats as humiliating as the Battle of Cannae, in which up to 80,000 of Rome's soldiers were reportedly killed, the efforts of the senate were able to raise enough soldiers to take the places of the fallen." (The Honor of Service, Roman Traditions)
When names of specific infantry or cavalry types are given, there is inconsistency in whether they are in lowercase or uppercase. There is actually one description that, in referring to similar types of infantry used in Hellenistic armies, spells the name of one in lowercase and the other in uppercase. I would suggest using lowercase to refer to all different types of soldiers.
  • "Capable of working in the phalanx style, the thorakitai were often better equipped than their counterpart, the Thureophoroi, but were still used as a bridge between the heavier fighting men, and light, agile skirmishers." (Thorakitai, Levantine Maritime Traditions).
There's one description I know of where BC is used. I have no preference for either BC or BCE, but I presume the game prefers using BCE (that's what it says when you hover over the date in the top right corner) so I'd like to note that instances of BC should probably be converted to BCE for consistency.
  • "Siege engines were scarcely used in the early Republic, sieges instead relying on covert attempts to scale the walls as well as sieges of attrition. During the siege of Veii, around 396 BC, the Roman engineers reputedly proved their worth by boring a great tunnel beneath the walls of the Etruscan city, breaking the siege once and for all." (Scale the Walls, Roman Traditions)
Lastly, a couple other instances where capitalization is needed:
  • "Revered throughout the bronze age and before, as evident in the chalk hill carvings throughout Britain, the strong-backed domestic horse is a result of thousands of years of selective breeding, and capable of carrying a single rider into battle." (Selective Breeding, Britannic Traditions)
  • "Throughout the centuries Greek sailors have mastered the fickle mediterranean sea, as traders, soldiers and colonizers." (Greek Naval Heritage, Greek Poleis Traditions)
  • "The phoenicians forged an empire on the waves many centuries before Alexander's conquests. Encouraging their sailors to work for us is sure to give us an edge in naval warfare." (Phoenician Sailors, Greek Kingdom Traditions)
 
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Open to women, depending on the religion, of course. Not everyone has Vestal Virgins.
No, but almost everyone have women in some kind of magico-religious specialist role in the period.

At least that goes for the polytheists. The monotheists are a bit more stingy.
 
New ideas that come to me:
-It would be nice to have the possibility to appoint a new head of family as we do for a leader (like set_ruler a set_family_head would be cool)
-We should also as for the successions be able to determine who becomes head of family. for example is it the oldest or the most competent, the youngest also why not. That all this is moddable even according to cultures.
 
New ideas that come to me:
-It would be nice to have the possibility to appoint a new head of family as we do for a leader (like set_ruler a set_family_head would be cool)
-We should also as for the successions be able to determine who becomes head of family. for example is it the oldest or the most competent, the youngest also why not. That all this is moddable even according to cultures.
New idea:
-It would be cool to be able to choose the sex of a child to be born like in CK3
 
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