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?
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
Ah, that makes sense.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.
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.![]()
This is a great idea.
Moddable succession laws. That's what we need. I would love to have Semi-Salic CK I succession back in the game.![]()
do we really need more succession laws? whats semi-salic?
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...
but to change the associated tech for the demesne size bonus (currently associated to legalisme)RETINUE_TECH_INDEX = 6, -- Recruitment tech index
could we have this :
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.