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would it be possible for stat-effects of buildings to be used for non-patricians as well? currently, they only work on family palace buildings
 
I'm sorry if this has been mentioned already but i'd really like to see console command similar to "hello" one added to the game that instead of character takes you to a dynasty page. It would make editing the dynasties (Coat of Arms or names) much easier. At the moment you have to first find a person of desired dynasty in the history files (characters have much longer codes which are harder to memorize) and then use "hello" to go to his/her page and from there go to the dynasty page. But with the new console command, let's call it "hi", you can take the short dynasty code from dynasties file (Also all dynasty codes are in 1 file instead of being divided into bunch of separate files like characters) and you go instantly to that dynasty page.

Or at least add a search function similar to characters and titles that allow to search for dynasties, or characters in that dynasty. Right now the character search only looks for people's first names.
 
A few more:

- landed_titles now takes assimilate = no, which will turn off all de jure drift (both ways) for a Kingdom or Empire level title.
ALLOW_DE_JURE_ASSIMILATION_ANYWHERE = 1, -- If set to 0, will only assimilate duchy titles which contain the assimilating Kingdom's capital or border existing de jure land of that title
AI_ASSAULT_RATIO = 6 -- AI will launch assaults at this ratio of attackers to defenders
 
A few more:

- landed_titles now takes assimilate = no, which will turn off all de jure drift (both ways) for a Kingdom or Empire level title.
ALLOW_DE_JURE_ASSIMILATION_ANYWHERE = 1, -- If set to 0, will only assimilate duchy titles which contain the assimilating Kingdom's capital or border existing de jure land of that title
AI_ASSAULT_RATIO = 6 -- AI will launch assaults at this ratio of attackers to defenders

i like the sound of that 'ALLOW_DE_JURE_ASSIMILATION_ANYWHERE '

keep us updated! :)
 
AI_ASSAULT_RATIO = 6 -- AI will launch assaults at this ratio of attackers to defenders
didn't you make a separate module for ck2+ just to deal with this? :laugh:
I love how you finally made it moddable :D
 
AI_ASSAULT_RATIO = 6 -- AI will launch assaults at this ratio of attackers to defenders
Aaaand now I'm going to read this entire thread for more gameplay/strategy tips like this one, even if I never mod.
 
Aaaand now I'm going to read this entire thread for more gameplay/strategy tips like this one, even if I never mod.
Don't assault at 6 to 1, you'll just throw your forces away. 8 to 1 is pretty much minimum, and I'd recommend 10 to 1.
 
For scripting I'd love to see these triggers to go alongside mercenary = yes/no:
holy_order = yes/no for all the Holy orders
religious_head = yes/no for any religious head
--

minor_title = yes/no that matches if someone has ANY minor title, to vastly simplify grant checks on them.

can_give_minor_title = yes/no check for triggers.

An alert that you can give out minor titles, customizable so that we can mark "negative" some of them as not being alerted (like court jester, or designated heir)

An alert that you can change a law.
---

We have end_war = invalid and end_war = whitepeace, please also add end_war = success, end_war = fail, and end_war = reverse_demand so we can end a war by the scripting engine with any of the five ending possibilities.
This would allow stuff like
Code:
	on_defender_leader_death = {
		end_war = success
	}
to end invasions with a success for the attacker if the defender dies (Norman Invasion anyone?).
---

Allow for more levels of PREV/FROM than 3 so we can do deeper checks.

Add a temporary flag that can be set in a trigger and checked later in the same event (like CK1 had)
 
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Aaaand now I'm going to read this entire thread for more gameplay/strategy tips like this one, even if I never mod.

What meneth said, 10:1 for assaults is minimum, really.

And you should try mods, some of them are VERY VERY VERY good, just sayan'
 
It would be nice if we could mod specific counties to start with specific technology levels. That way we could mod provincial history files so Rome and Constantinople start with high legalism, spiritual art, etc. Currently, "world cities" do not feel very special outside of the fact that they have a maximum of 7 holdings. It would be nice to fix that with modding.
 
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These may be unrealistic pipedreams but here goes:

Increased troops modability: Currently every unit has some base stats which can only be modified in general terms (+[number]% defense, offense or morale). This would be changed so cultures/buildings/retinues can modify maintenance, melee attack, skirmish defense etc.
Increased retinue modability: The ability to implement more requirements for hiring retinues than just a belonging to a specific culture or culture group. These would be having a specific title, controlling a specific province (either owning it have it's owner vassalised), a hiring cap limiting you to a spefic number of them, controlling a province with a specific culture, changing retinue cap usage and letting the retinue have a culture or capital other than the owners culture or capital.
Requirements for building's effects: Allowing same building to have additional effects depending on the culture of the province. For example the basic castle village may give troops if it's in a saxon province, and if the province's culture changed to english. the village would no longer give troops rather than be destroyed.
Holding types: Not the ability to implement new holdings, but the ability to modify which holdings count as "wrong holding type" for a specific character through traits, triggered modifiers, religion or government.
Modular culture groups: Currently cultures a part of a culture group and that's it. So this covers the ability to implement "culture group" groups and "subcultures" which have the treat each other as of the same culture, but may have different names, retinues and so on.
Modular cultural opinions: Two characters have a negative modifier to their opinion of each other if they are of different culture. This modifier is greater if they are from different culture groups. Allow modders to change which cultures view each other as of the same culture or culture group. For example a "Rhenish" culture might be in the Central Germanic culture group, but the Frankish culture would treat Rhenish as being in the same culture group and vice versa.

Overpowered options: Basically the ability to implement specific options which would be overpowered or open to abuse if implemented in the base game. More spefically abdication and Merchant Princes.
Abdication: Every time this get's brought up in a patch wishlist there is some form response listing the many ways it could be abused. Make a specific "Abdication" effect and let modders make their own decisions regarding the circumstances it's available or whether it should be allowed at all.
Merchant Princes: Currently the trading post and family palace systems are tied to the merchant republic form of government. However Merchant Republics are tied to a specific form of succession, rules for marriage and much more. Implementing Merchant Prince dynasties, which have a family palace and can build trade posts, but are in every other way the equivalent of a noble dynasty (including both different succession/gender laws, and the absence of family dues) would be horribly overpowered inthe vanilla game. However it would be quite the powerfull tool to give the modders.
 
What about fully moddable preferences by which AI elect rulers in elective and tanistry succedssion laws? Something like modifiers by which characters decide to join/create factions
for example:
feudal_elective = { value = 1.0
modifier = { value = 2.0 reverse_opinion = { who = ROOT value = 50 } }
modifier = { value = 2.0 trait = just }
modifier = { value = 2.0 supported_by = FROM ROOT = { opinion = { who = FROM value = 50 } } }
# where base is candidate, ROOT is elector, and FROM is current title holder, in this version
}
also something similar for turkish succession, to make it possible to mod in attributes, traits and prestige, and not just titles affecting who'll inherit
EDIT:
Export the diplomacy weights to defines, or even better, make it scriptable
Same as above, but for law votes and elective votes
Wow, i really ned to read forum now. I still stand by my humble request to make turkish succession weighting scriptable.
 
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Abdication: Every time this get's brought up in a patch wishlist there is some form response listing the many ways it could be abused. Make a specific "Abdication" effect and let modders make their own decisions regarding the circumstances it's available or whether it should be allowed at all.

Already exists. There are commands abdicate = yes, abdicate_to = X and abdicate_to_most_liked_by = X. Do none of them work for what you want?
 
This one should be fairly easy:

Allow using the ai personality thingies as conditions in events and the like. Some traits modify things like ai_ambition and ai_greed. Triggering, or adding ai_chance modifiers based on these would simplify event writing (no need for modifiers for all 100 traits), while probably leading to more consistent results.

Even better than just making them regular conditions that you use like NOT = { ai_greed = 50 } would be if you could do something like modifier = { factor = ai_greed } and it would translate into a modifier e.g. between 0.5 and 2.
 
Already exists. There are commands abdicate = yes, abdicate_to = X and abdicate_to_most_liked_by = X. Do none of them work for what you want?
Didn't know. I'ver really tried to add the option to abdicate, only observed the debates whenever someone proposes it to be added to vanilla CKII. The part of my list I'm really interested in is the Merchant Prince one.
 
A few more:

- landed_titles now takes assimilate = no, which will turn off all de jure drift (both ways) for a Kingdom or Empire level title.
ALLOW_DE_JURE_ASSIMILATION_ANYWHERE = 1, -- If set to 0, will only assimilate duchy titles which contain the assimilating Kingdom's capital or border existing de jure land of that title

Is set to "1" this permits the assimilation of a Kingdom in another Kingdom held by the Emperor?
If not is this possible to make this moddable in some way?

If not, that in some way is the same, give the possibility in particular conditions to the liege to not only destroy title but move the de jure duchy in it.

Let do an example: HRE Emperor and King of Germany inherits the Kingdom of Bavaria, he doesn't want to be King of Bavaria, too so he takes a decision "union of the crowns", Bavaria is destroyed w/o penalty and all the de jure vassals of Bavaria starts to drift in Germany.
To decide if would be correct that after 100 years he could create the titular Kingdom of Bavaria or this should be forbidden as a drawback to have doing this...

But if he wasn't the Emperor he could have done this w/o problems.

What do you say Wiz is this possible?
 
Sadly, I'm no longer on CK2 (being moved around is the life of the AI programmer) so you probably won't see anything more from me until the next time I'm working on CK2. Still, next patch (whenever/whichever that is) should contain a lot of goodies.
 
Sadly, I'm no longer on CK2 (being moved around is the life of the AI programmer) so you probably won't see anything more from me until the next time I'm working on CK2. Still, next patch (whenever/whichever that is) should contain a lot of goodies.

Sad Panda

]Sadly, I'm no longer on CK2.

no longer on CK2

You will not be forgotten Space Cowboy.