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Praise the seven for this thread

add_lover with history files
Possibility to appoint females commanders with a special trait or trait attribute
disinherit people

Also if I were you, I'd categorise to make the first post readable
Added "Add_lover should work in history files"
Added "Ability to prevent specific characters from inheriting titles (for example by a flag or a trait)"
Already have "Ability to mod women to lead armies", so added "Ability to decide whether someone can lead an army or not (E.G., by trait), instead of simply having it tied to regency"
Working on some categorization already actually :)
 
The list of suggestions is now categorized so as to make it easier to read. If any of the categorization seems off, don't hesitate to tell.

I would add a fix of the divine blood, we have problems with other dynasties marrying themselves if they have an ancestor with this attribute.

And maybe a change for localisation when you go on a pilgrimage, we used the attribute for other king od actions (hunting) but the icon on the portrait says you are on a pilgrimage. But that's a low priority thing I admit
The first sounds like a bug, and should be reported as such. The second is almost certainly in localisation somewhere.
 
in the same vein, the ability for a title holder to be called differently depending on the title if it is titular or not. f.e. an emperor at the end of a titular empire leads a personal union and will needs to acquire a de jure empire to be called really emperor.
in short, a moddable difference of status between titular and de jure.
Added as "Ability to change title localisation based on whether the title is titular or not"
 
I request the ability to set graphical_culture in character histories as well as being allowed to set it through events. This would greatly improve portrait modding as we would finally be able to script in intermediate races/skin tones for newborn children.
Added as "Ability to set graphical culture for characters, both in history and through commands"
 
Havent read the whole thread but on the whole, Im happy with improvements to modability in CK2. There was some swift globals additions in the first patches for things that annoyed people like the hardcoded 2 dukedom limit, etc, and then some clearly-for-mods-only additions like Divine Blood and the immortal flag.

I'm hoping EU4 takes a similar approach to giving the community that modding additions it wants. The EU3 team generally did OK but was not always this receptive.
Yeah, I'm hoping at least some of the things on the list will be addressed in 1.07. Would surprise me if none of it were as every major patch has had a "for modders" section so far.
 
I'd like something to shatter an army with history files or an event.

We can' t modelize a faction who's just suffered a key defeat
Why not just give them a triggered modifier or similar, reducing levy size by a massive amount?
 
Can't do if you want the armies to be already raised
That's what the raise modifier is for.

IIRC, you can change the 2 dukedom limit in defines.lua. Its in the first twenty lines or so... again, IIRC.
Not in a variable manner though, just as a static limit. The end result is that one cannot simulate increases centralization, as the limit will always be x duchies, no matter what.
 
Hmm are you tolking about the bugged command that only multiplies your levies ? force_multiplier I think ?
Force_multiplier, yeah.
It works fine in my experience, letting you scale the raised army to the size needed.
Then the triggered modifier only triggering a day or so after campaign start shouldn't be an issue.
 
I don't know if any of these have been mention yet, but here are some things I would like to see:

1) The ability to add a greater variety of titles to the same tier, if only for purely immersion reasons. For example: at Kingdom tier: Grand Duchy/Arch Duchy, Grand Prince, Prince (for Principalities, such as Principality of Antioch).

2) This kind of goes with #1, the ability to make the naming of tiles more dynamic in game, based on culture, hierarchical position, number of titles etc. Being able to set how title ranks are named based on certain criteria would be welcome, such as a duke being called grand duke if he/she owns multiple duchies, but is not a king, being called High King for owning multiple king titles but not an emperor, and having principalities form by granting your heir a title.

3) Finally, being able to have your tile name change based on councilor position, and being able to add different councilor positions based on title tier. For example, having Duke example called Marshal example, and having the marshal of a King/Emperor called grand marshal.
1) and 3) is already for the most part possible. 2) is already on the list to some extent, with various aspects that should be able to affect names. If there are any specific ones you'd like added I'll happily add them.

Capability to choose to allow female commanders under very specific circumstances.
The allowance of more sucession types {enetic, cognative-enetic, strongest, first born in ruling, largest landed}.
Both are on the list already.
 
And now ?

Add to the request : MIN_PREGNANCY_AGE
Well, I did get a look through once. Can't say I actually saw anything on this list that was implemented in 1.07, though I might've missed something.
Adding that to the list.
 
Being able to change around which religions are mainstream and which are heresies during gameplay ( ATM it is very buggy if you try it with more than one religion)
Actual bugs should be reported rather than posted here ;)
 
I couldn't see anything about specifying betrothals and matrilineal marriages in the history files, or have I missed it?
Matrilineal marriage is done by setting spouse from the woman's perspective to my knowledge.
I'll add betrothals to the list.

I'd also like ultimogeniture, but that could probably be implemented for the Mongols as opposed to just being added for modders to use. Either way it'd be a great addition to the game.
What's ultimogeniture?
 
I've heard this mentioned but wasn't aware that it was confirmed. I'll have to check. Do you know if it works consistently?
Never used it myself, but from what I've heard it works fine.

Essentially the reverse of primogeniture, whereby the youngest son/brother inherits everything. I don't think it would be that hard for the devs to add.
I'll add it to the list.
 
EDIT:
In the history files we can use employer = ID to get this effect, to put characters in specific courts at a certain date. Basically I want an extension of this command to make it available to the scripting engine and take targets.

Original below.

I'd like to get a 'employer' command, to move someone to a target's court. Currently we can change someone's liege, but this won't do it for unlanded characters, and isn't always the right choice. Basically it should work like 'banish' only with a set target court.

'employer' (or whatever) should take any valid identifier like 'liege', 'father', 'mother', 'PREV', 'FROM', 'ROOT' etc..

Example code if this were implemented:
Code:
character_event = {
    id = foo
    desc = "As a child, you should really be at home with your parent."
    picture = "GFX_evt_child_play"
    
    trigger = {
        is_ruler = no
        NOT = { age = 16 )
        NOT = { any_liege = { dynasty = ROOT } }
        NOT = { at_location = father }
        NOT = { at_location = mother }
        OR = {
            father = { is_alive = yes }
            mother = { is_alive = yes }
        }
        NOT = { has_global_flag = startup_children_moved }
    }
    mean_time_to_happen = {
        days = 1
    }
    
    option = {
        name = "Go Home"
        IF = { #father alive
            limit = { father = { is_alive = yes } }
            [COLOR=#FF8C00]employer = father[/COLOR]
        }
        IF = { #mother alive
            limit = { father = { is_alive = no } mother = { is_alive = yes } }
            [COLOR=#FF8C00]employer = mother[/COLOR]
        }
        set_global_flag = startup_children_moved
    }
}
Try using reverse_banish.
abitlity to add a negative/exclusive preresiquites for buildings. to make the construction of a build excluding the possibility to build another later.
in clear, to create separate/specialised buildings chains.
Will add it.
As in the Lux Invicta thread:

"I really feel we need a way to have infinite definable pentarchy systems ("pentarchy = germanic" instead of "pentarchy = yes") :p"
Will add it.
 
Moddable alliances!
Moddable succession!
Ability to affect portrait sets by event!
Will add to the OP. I think the portrait bit is probably doable already though, by having portrait weights based on character flags and such? I don't do any portrait modding though, so I'm not entirely sure.

Any chance to fix the abdicate_to and abdicate_to_most_liked_by?
Avoiding the issue where someone dies immediately after being forced to cede the throne to their immediate heir...
Bugs should be posted to the bug forum rather than here.

Moddable succession!
Enatic (female-over-male) gender laws!
Moddable preferred and allowed holding type (as we have castle+temple for muslims)!
Will add.

Moddable warscore - we want the Neck to be a key province in AGOT...
Will add.
 
I don't see how it'd actually make anything that more accessible. If paradox wanted a central internet connected UI where you could upload mods they could build one themselves.
It'd be useful, but only if almost everyone was using it. As such, it'd have to be something sponsored by Paradox for it to work well.
 
Fix add_spouse and add_spouse_matrilineal or create a add_secondary_spouse and add_secondary_spouse_matrilineal so that the command does not swap out your primary spouse. This has been an issue since they added polygamy to the game and spouse refers to the primary spouse (which also requires a bunch of other events to be cleaned up).


Like the rest of the list.
Bugs should be reported in the bug forum.