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Showing developer posts only. Show all posts in this thread.
Quite a few of these suggestions have been implemented so it's safe to say that Pdox is reading this thread.
With emphasis on "few" ;)
All suggestions on here that they've implemented are listed at the bottom.
 
Missing a few there that are in the current patch in some form or other, at least the following:

Scripting:
Ability to prevent specific characters from inheriting titles (for example by a flag or a trait) (Done: cannot_inherit = yes in traits)
A way to disable random traits on a per-character level (E.G., random_traits = no) (can be done easily by exactly that command for create_character)
Traits inheritable via succession (can be scripted, using a combination of agnatic and potential)

Defines:
Export the onset of old age into defines (PORTRAIT_OLD_AGE_THRESHOLD)
Export the minimum age of pregnancy (part of AGE_OF_MARRIAGE)

Folder exporting:
Export objectives to a folder, like has been done with landed_titles and other files
Export cb_types to a folder, like has been done with landed_titles and other files
Not really what I meant for "A way to disable random traits on a per-character level", as the issue is William the Conqueror for example getting random traits on campaign start.
"Traits inheritable via succession (can be scripted, using a combination of agnatic and potential)" Which leaves out cognatic succession, and as such doesn't fulfill that purpose.

Added the rest.

I would add the following are possible:

-Ability to add modifiers (province, character, etc.) via the history files
-Ability to set betrothals in history
-add_lover should work in history files
All these can be done one way or another with the effect = { } command in character history files

-A condition to check if one title is the dejure title of another: can be done with dejure_liege_title = { title = <title> } scope
-Ability to mod women to lead armies
-A way to set specific traits as invalid for randomized traits: this is done by omitting personality = yes from the trait entry
-Ability to rename titles by event: done by set_name = <name> command in a title scope
All added now, thanks.
 
Oh, you mean like in defines: MAX_GENERATED_TRAITS_FOR_HISTORICAL = 0 ?

Inherit_chance = 100 and a check on the succession law in the trigger (father/mother has_law etc.).
On a per character level. So John Doe gets his 4 random traits, while William the Conqueror only gets whatever traits were specifically assigned to him.

That doesn't work for Elective or Seniority, and would give the trait before the title holder's death.
 
The traits thing is for up to 4. I don't see new traits being piled on Willy the Conker, since he starts with 7 of them none gets added. So the only thing needed for this is to add up to the defined number of traits to historical chars.


Guess I just don't see what you'd want a trait that acts like that for, or why you wouldn't just tie it to the title itself.

Oh, and:
More specific familial relationship opinion modifiers (E.G., brothers, uncles, grandparents)
This can be done by using smart triggers in a setting event that is ran on an on_action pulse, setting an event_modifier
It's just an example. It isn't an issue with William, but it can be an issue with other characters.

"Guess I just don't see what you'd want a trait that acts like that for, or why you wouldn't just tie it to the title itself."
One could have an event upon having the title, but that's inefficient. Getting the trait with the title is a far better way of doing it.

"This can be done by using smart triggers in a setting event that is ran on an on_action pulse, setting an event_modifier"
Which also slows the game if you use a lot of workarounds like that. Workarounds like that should not be needed.
 
wasn't this one on the list ? (or kind of)
Not to my knowledge.
Oh, what about these:

Ultimogeniture succession law (youngest child inherits). Was historically used by the Mongols
Allow naming titles by the culture of the holder (E.G., "the English Empire")
Cultural/religious title names (E.G., different name for Sicily if it is owned by Muslims than if by Christians) (maybe with the above?)
Ah, yeah. Those weren't on the For Modders list though ;)
I'll add them.
 
I will be exporting a bunch of stuff to defines in the near future. I've pulled this list...

Export the chance of death from old age into defines
Export the hardcoded chances of death into defines
Export the multipliers and maxes for opinion from prestige and piety to defines
Export the diplomacy weights to defines, or even better, make it scriptable
Same as above, but for law votes and elective votes
Export cooldown for law changes to defines
Export the 1 crown law change per life limit to defines
Export the % of counties needed to form duchies/kingdoms/empires to defines, or to the specific titles in landed_titles

... and most of it should be doable, but if theres anything else you want exported to defines I'd go ahead and suggest it now.
 
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I see the very first item on the first post list is to be able to add new types of holding, if I visibly show my support for it does it increase the chances that Paradox will make it so? That would be great. :p

That's a much more radical change than exporting things to defines. I obviously can't say it'd never happen, but it's not the sort of thing I can throw together in an afternoon on my own initiative.
 
Well, let me just say that this is the sort of thing that would radically improve the lifespan of the games.

Sure, but it's not really my call on whether I can spend weeks/months creating new holding types, so you'll have to take that up with doomdark. I'll do what I can do on my own initiative.
 
Would it be possible to export the retinue weighting to defines? Say so we can change a single heavy infantry soldier to only cost one against the retinue cap for example.

I believe that's already covered somewhere in the unit stats, but if not yeah sure thing.
 
Would it be possible to export the retinue weighting to defines? Say so we can change a single heavy infantry soldier to only cost one against the retinue cap for example. We can already change the attack, defence and morale values for each unit type, so it'd just be finishing the job off.
The retinue cost is equal to their maintenance.
Would be nice to have separate values, though, I suppose.
 
Currently exported defines:

NAI:
MAX_KING_TITLES_TO_CREATE
MAX_EMPIRE_TITLES_TO_CREATE
AI_EMPEROR_CREATES_KINGDOMS

NCharacter:
NATURAL_DEATH_CHANCE_AGE_X (where X=0-100, one for each decade)

NTitle:
DEJURE_COUNTY_LIMIT_TO_CREATE
DEJURE_COUNTY_LIMIT_TO_USURP
EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE
EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP
 
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I take it NATURAL_DEATH_CHANCE_AGE is the age at which you can start dying naturally? So 2.1 for example would be at the age of 21?

No. It is a multiplier on the chance for someone to die depending on age bracket. There will be 11 such defines:

NATURAL_DEATH_CHANCE_AGE_0 = 5,
NATURAL_DEATH_CHANCE_AGE_10 = 1,
NATURAL_DEATH_CHANCE_AGE_20 = 15,

etc, each covering one decade and showing the number of characters out of 10000 that should die of natural causes in that decade of their life. Can obviously be set to 0 if you want to limit natural death to certain age brackets.
 
I don't know if this has been answered but is there a possibility of getting anything concerning marriages exported, for example the ability to set how much different cultures and religions affects the marriage acceptance chance?

Yeah, I'm hoping to get the AI weighting stuff exported but it's a big task so I'm starting with the easy stuff. This is going to be a gradual process.
 
No. It is a multiplier on the chance for someone to die depending on age bracket. There will be 11 such defines:

NATURAL_DEATH_CHANCE_AGE_0 = 5,
NATURAL_DEATH_CHANCE_AGE_10 = 1,
NATURAL_DEATH_CHANCE_AGE_20 = 15,

etc, each covering one decade and showing the number of characters out of 10000 that should die of natural causes in that decade of their life. Can obviously be set to 0 if you want to limit natural death to certain age brackets.
Ah, that makes sense.
However, that's not very useful for fantasy mods where the average lifespan might be well past 100. Though simply being able to set all death chances low and then coding an event solution is probably pretty useful, and an improvement over the current situation :)
 
Wiz how goes your efforts?

As I said, it's going to be a gradual process. I've added some more modding support today with the addition of ai_will_do to CBs (lets you apply a modded weight to how highly AI values a CB and thus how likely they are to use it).