• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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?
 
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.
 
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

Great ! good to have you infiltrated in dev team^^
 
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 :)
 
More things I'd like to see added:
-Allow us to set 'death_reason' and 'killer' outside of the death effect itself, so we can also use it in on_actions for on_on_executed and other triggered cases where the death has already happened.
-Ability to set custom death reasons without needing to use the health trait workaround
 
More things I'd like to see added:
-Allow us to set 'death_reason' and 'killer' outside of the death effect itself, so we can also use it in on_actions for on_on_executed and other triggered cases where the death has already happened.
-Ability to set custom death reasons without needing to use the health trait workaround

oooo thats a good suggestion.
 
Moddable succession laws. That's what we need. I would love to have Semi-Salic CK I succession back in the game. :)
 
Moddable succession laws. That's what we need. I would love to have Semi-Salic CK I succession back in the game. :)

Or add least make Enatic and Enatic-Cognatic moddable! That would be nice.

do we really need more succession laws? whats semi-salic?

Because there where many different laws in the world. Or if you make a fantasy mod with special laws...
 
Or add least make Enatic and Enatic-Cognatic moddable! That would be nice.



Because there where many different laws in the world. Or if you make a fantasy mod with special laws...

oh ye good point about fantasy mods, though i think it would take alot of work to make them fully moddable...
 
could we have this :
RETINUE_TECH_INDEX = 6, -- Recruitment tech index
but to change the associated tech for the demesne size bonus (currently associated to legalisme)
 
what is 'RETINUE_TECH_INDEX = 6,' used for?

it links the hardcoded retinue tech to the 6th tech in the technology list. so you can then link it to another one.
 
... 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.

If it's easy, who can vote in elective. Modding only kings electing an emperor would allow a more faithful portrayal of HRE via titular king-level Prince-Elector titles. Also, maybe removing or changing the former title holder's vote.