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There's only one "born in the purple" trait, it doesn't allow you to designate the heir to each title individually.
Fair enough, but regardless I am sure you can do it using minor titles, give your preferred heir a minor title, then using on_action events have that child be granted your title. Obviously a hard coded feature would be easier but I am pretty sure it is possible.
 
Hence why its a request for improved moddability.
What would it improve though, there would literally be no difference in how we use the files.
And checking EU4 they have all religions in one file in the religions folder and all cultrues in one file in a culture folder the exact same way vanilla ck2 does.
 
OOOOOOHHHHH that is what you meant. Yeah you can do that already! Look at AGOT, we have all the culture groups split up into individual files for ease.
 
I think that option to set dynasty group could be useful. All would remain just like in same dynasty like dynasty bonuses and dynastic alliance but name and coa would be different
Well for cadet dynastyies they don't all have alliances though like in AGOT the arryns of gulltown are not allies to the normal arryns but are instead looked down upon. Also opinion modifiers are easily used in an event to set dynasty wide opinion bonuses which are already in AGOT.

I can see the use but it would only really work in a few special circumstances.
 
Please don't spam this thread.
 
Yes a new Republic Succession (call it "Noble Republic" for now) could be interesting but I'll be happy if, at least, they make playable inland Republic then we could mod a different succession law starting for the "Patrician Elective".
Speaking of Republics another thing annoys me a lot is that the Patrician Clothing are not moddable in "The Commune of Rome" it feels weird to see the Consul of Rome with that "crown" it is worst when in other mod I've seen African merchant Republics really strange to see a bedouin wearing that clothes :rofl:

Is it possible to make this aspects moddable, Captain Gars?

Anything do to with how successions work or adding new ones are things I'm very skeptic about. It's really complicated, often not doable, and means I (and others) have to spend way too much time on one feature instead of implementing numerous other suggestions.
 
Is it at least possible to have an option to remove the forced merchant clothing for republics/patrician elective realms through modding? As fanoI said, it gets jarring when you have an African republic and your character is wearing 16th century Venetian clothing in the middle of West Africa.

Don't know. Will have to look into when I'm back on CK2.
 
It would be nice if effects:
Code:
morale = x
troops = x
would work in events ,on character armies, during battles.

Currently only troops = x works in battles, for some strange reason.

As far as I know that vanilla uses those effects only for sieges, however AGOT mod made great use of those in their dragon field of fire event that happen in battle,
futhermore this simple change would really help modders to code some nice battle events (would help my definitely).
+1000
 
It doesn't work under certin cicumatances, like inside an if clause

I just tested this:

Code:
	option = {
		FROM = { set_graphical_culture = bedouin_arabic }
		if = {
			limit = {
				FROM = {
					is_child_of = ROOT
				}
			}
			set_graphical_culture = FROM
		}
	}

And both work fine. But - and this might be causing some confusion - if you use a character as the right-side target, it will pick his culture, not his graphical culture as input.

So if both ROOT and FROM have English culture, the event above would set FROM's graphical culture to bedouin_arabic, but ROOT's graphical culture to English again since FROM's actual culture hasn't changed.
 
I just tested this:

Code:
	option = {
		FROM = { set_graphical_culture = bedouin_arabic }
		if = {
			limit = {
				FROM = {
					is_child_of = ROOT
				}
			}
			set_graphical_culture = FROM
		}
	}

And both work fine. But - and this might be causing some confusion - if you use a character as the right-side target, it will pick his culture, not his graphical culture as input.

So if both ROOT and FROM have English culture, the event above would set FROM's graphical culture to bedouin_arabic, but ROOT's graphical culture to English again since FROM's actual culture hasn't changed.
Ah ok that was my issue then because it scoped back to the previous persons culture but it didn't change it. Thanls :)
 
Right, addressing the first 40 or so posts since I last updated the list. I'll work through the rest later.
Make the ranks moddable:
  1. A Count could in some situations select one of his barons to act instead of him: a Viscount. A Viscount should have more prestige that a baron and be playable, a viscount could have other barons as vassals.
  2. Sometimes to a Count is given the responsibility of a border area and to have other Counts as vassals in this cases he becomes: a Marquis / Margravio / Landgravio.
  3. A Duke could declare himself a Grand Duke / Arch Duke instead of King. This is the typical thing that happened in the Holy Roman Empire, yes one could localize a King as such but he would get too much prestige.
  4. A King with high crown authority could create a Viceroy this could be useful if one wants to use Crusader Kings 2 to model colonies for example
  5. A King could declare himself above other Kings without for this usurp the title of the rulers of Rome becoming an High King he could have Kings as vassal getting more prestige that a normal King but less than an Emperor. Think of Irish High Kings, the Brethwalda, the North Sea "Empire" of Knuth the Great, ...
  6. An Emperor could decide to divide his Empire between his son / heir presumptive nominating him "Junior Emperor" doing this in game would mean that the Empire is divided really but in reality the thing that happened was that the "Junior Emperor" was vassal of the first! This is what happened in the late Roman Empire... in a period there was four Emperors! Two "Senior Emperors" having two "Junior Emperors" as vassals... emulating this doing the Junior Emperor a King is suboptimal as, in this way, he cannot have Kings as vassals...
Already covered:
  • Ability to add more title tiers
1. crownlaw option that allows to choose counciliors from skilled, but not direct vassals
2. Ability to travel to someone's court as landed character
3. Option to change side for spawned units like mercs do
4. Option to set in province or in landed titles that cetrain castle/temple/city protects another. So game should firstly force you to siege this hold before protected.
5. Option to made province incrossable, until taken. In example, you can enter this province, but until you occupy it, you can only go back.
6. Option to add bonus river-crossing alike if province is attacked in cetrain conditions, like from cetrain other provinces.
7. Option to change tax rate or liege levy % only for cetrain vassals
8. Condition connected_with_capital for holdings (via owned or vassalised provinces)
9. Ability to choose which war somebody will join. Like:
any_war = {
limit = { using_cb = X }
join_attacker_wars = ROOT
}
10. Option to raise only cetrain type of units in "raise_levy" history option. In example:
raise_levy = {
unit = light_cavalry
unit = knights
location = xyz
}
11. Option to choose in "raise_levy" from what lands it is raised like:
raise_levy = {
title=d_lesserpoland
title=c_plock
location=xyz
}
12. Option to choose what subleaders have to be in raised levy like:
raise_levy = {
subleaders = {
any_realm_character = {
has_character_flag = subleaders_please
}
}
location = xyz
}
13. Option to "raise_levy" via event with these special options mentioned up
14. Option to event "take_levy" when cetrain units switch side like:
take_levy = {
title = d_lesserpoland
title = c_plock
unit = light_cavalry
}
or like:
take_levy = {
home = {
FROM = {
any_realm_character = {
opinion = { bla bla bla etc }
trait = nasty_traitor
}
}
}
or like:
take_levy = {
subleader = ROOT
}
15. Option to define how large is intended army from raise_levy like:
raise_levy = {
army_size = 6000
}
When something like this is added, then game should multiply levy subunits by such % to match given number
16. Option to define in subunits from which lands should be such subleaders. Something like:
raise_levy = {
subleaders_match_location = yes
}
1. Added "Add a law option that enables hiring vassals of vassals as councilors"
2. Could you elaborate on how this might work?
3. I don't understand this request
4. Holding order determines this, though capital overrides it
5. Added "Add a province effect that makes it impossible to cross the province; if entered one can only go back to the province one came from unless one occupies the province"
6. How would this work?
7. How would this work?
8. Added "Add a contiguous_with_capital condition that checks if one can get from a province to one's capital without leaving one's (sub) realm"
9. Already on the list "Make it possible to force characters to join a side in a war by event/decision/etc (specific war, unlike join_attacker_wars)"
10. This isn't even possible in-game, so it certainly won't happen unless it happens there first
11. Added "Allow raising levies only from specific vassals when using raise_levy in the history files"
12. You can already assign leaders to each flank via history
13. I don't know what you mean
14. I don't know what you mean
15. How would this actually work? It doesn't work like that in-game
16. I don't know what you mean
I'd like to have the ability to change crusade weighting via event. Among other things, it would allow a kingdom of Israel to actually have a proper de jure setup, without breaking crusades.
Added "Add an event effect to change a title's crusade weighting"
+1 to this

Also ability to make certain sea zone uncrossable unless you have a high enough tech level or own a specifc county.
Added "Add a sea province effect that prevents it being entered unless one's tech level is high enough".
I'm not sure how the county bit would work.
If it does not exist already, a way to check if at least a specified number of conditions are true, as a variant or modifier on OR. That is, you'd put something like

Code:
At_Least = {[INDENT]number = 3
OR = {[INDENT]A
B
C
D
E
[/INDENT]
}[/INDENT]
}

Which would look at the five things in the OR block, and check if at least three of them are true. This is probably not the best way to do it, but I'm hoping to avoid a set-up where the number for how many conditions need to be true is part of the logical operator (At_Least_3, for example), as that would limit the number of conditions that are needed to be true to the operators that are programmed in, instead of the flexibility that keeping the the operator and the minimum number of conditions needed to be true separate allows.
Added "add a way to check that a certain number of conditions within an OR are true, rather than just one. E.G., requiring that at least two of the conditions be true in order for an event to trigger".
A can_hold_cities function similar to can_hold_temples.

The ability to place modifiers now used for religions (i.e. can_hold_temples, feminist, can_loot) in the culture file. So that Gaels can raid even though they are Catholic, for example.
Already covered "Export "city_holder", "castle_holder", and "temple_holder" to minor_titles or similar, so that modders can decide who can legally hold each type"
Maybe option to allow reaving in a trait? :)
I have no idea what you mean.

And option to add modifiers to random list :) in example:

random_list = {
1 = {
modifier = {
factor = 10
trait = slow
}
xyz
}
}
Added "Make it possible to weight the options in a random_list using modifiers. E.G., one of the random outcomes being 5 times as likely if the character is brave"
Another thing that would be helpful is inheritable opinion modifiers
Added "Add an optional parameter to opinion assignment that makes the opinion modifier inheritable".
Other things I was thinking:
  1. A command "set_rank" that permits to change the rank via command / event. It exists "name_tier" that permits, for example, to call an Emperor "King" but this is only a localization thing, it remains an Emperor in all effects having the possibility indeed to vassalize Kings! With the command "set_rank" one could be a Duke when vassal and a real King when independent, this could be used, for example, in "A Game of Thrones" when a Lord Paramount becomes independent and becomes King without the need to have two different titles.
  2. A command "set_crown" to change a character crown for example from "Republican" to "King" crown if the Republic changes in some sort of "Crowned Republic".
1. All rank happens on a title level, not a character level
2. I don't know what you mean
Suggestion: Ability to use the 'culture' and 'religion' conditions on titles to check the culture and religion fields from landed_titles. e.g. kingdom = { culture = ROOT }
Added "Make it possible to check the culture/religion of a title as defined in landed_titles (titles can currently have culture and religion fields that determine the culture/religion of generated rulers). E.G., kingdom = { culture = ROOT }"
Some suggestions:
  • Ability to ressurect dead characters
  • Moddable diplomacy (I know it has already been suggested but I think it will be very useful)
  • Moddable succession laws (Which vassals are eligible to vote in elective monarchies...)
  • Ability to designate heir for individual titles
Added:
  • Add an effect to resurrect a character
The rest are already on the list in one fashion or another.
 
This one already exist:

"Allow comparing the same variable from two different scopes (E.G., var1 in ROOT, and var1 in FROM)"