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But the bastard trait also messes with marriage and other rules. Actually, on that note, a trait that prevents you from getting a favorable marriage type (regular/matrilineal), but does not affect inheritance.

what about those options in eunuch trait f.e. ?
Code:
eunuch = {
	sex_appeal_opinion = -20
	fertility = -50.0

	customizer = no
	
	cannot_marry = yes
	cannot_inherit = yes
}
 
But the bastard trait also messes with marriage and other rules. Actually, on that note, a trait that prevents you from getting a favorable marriage type (regular/matrilineal), but does not affect inheritance.

The only big issue I can see with this system is inter realm inheritance. Since all you need to do is add/remove the traits based on the succession law of the court they're a part of.
Not bastard, you can already make a trait with "cannot_inherit=yes"
 
The ability to specify the name of a petty king and petty kingdom, rather than simply adding the PETTY localised prefix before the title.
Added as "Separate localisation for petty kings/kingdom; not all cultures would call it the same as the kingdom tier"
Fair enough, but I stand by the option to say prevent marriage in your dynasty's favor.
Added as "A trait flag preventing marriages that preserve your dynasty; E.G., forcing you into matrilineal marriages if you're a man"
 
Reminded?
Thinking further it'd be a terrible idea in most cases, as for any dynastic type of succession it'd lead to bypassing the ruler's own children even in favor of some random guy in the dynasty with the trait.
Still, added as "A trait flag giving the character preference in succession over anyone without it"
 
Allow add/change modifier for culture and religion through event.
Added as "Allow changing cultures' culture modifier by event, and multiple modifiers being active at once. Static modifiers could still be used to define the modifiers, or event modifiers"
 
Could following be added?
add_imprison
add_concubine
What would they do?
There's already a "prison = yes" to imprison and "add_mistress" or something for the second.
 
What would they do?
There's already a "prison = yes" to imprison and "add_mistress" or something for the second.

Do you mean commands to make concubines and imprison?

You can imprison with "imprison = ROOT" and such.
There's already an add_consort command.

I mean in character history files not in-game console commands.

What do I do with "prison = yes" if I want character X to be imprison by character Y during certain date?

"imprison = ROOT" how could that work in character history file?

I did't know add_consort existed.
 
I mean in character history files not in-game console commands.

What do I do with "prison = yes" if I want character X to be imprison by character Y during certain date?

"imprison = ROOT" how could that work in character history file?

I did't know add_consort existed.
Use the "effect" scope in the history files to do anything you could do via events.
 
I would like to request the following:

  • That the usage of dynasty CoA in place of the realm CoA can be toggled for all cultures and religions, and all levels of titles, without simultaneously toggling dynasty-name-themed realm names. I.e., a new command be allowed in 00_cultures.txt which is analogous to the way "dynasty_title_names = yes" works but only affects the CoAs, and works for all religions. Its name could be "dynasty_coa_for_realm = yes" and it would be for counts, dukes, kings and emperors.

This would have many uses, one of them being that the Game Of Thrones mod could then use its marvelous House CoA's in place of generic and contrived "territorial" CoAs. Another would be that you can have a more historical vanilla game since most of the "country" CoAs we know actually started out as personal or family CoAs. Exceptions where the CoA should remain unchanged when the ruling house changes would be configured just like the Seljuk sultanate exception is done right now.
 
I support improved moddability so I support this, but I want to remind you that Paradox games these days are one of the most mod friendly games in existance.
Most games these days have completely scrapped any kind of moddability. A good example are Valve's games. Mods like Counter-Strike and Team fortress propelled Valve into success, but these days the most modding their games give is the ability to make maps or replace existing models, and compared to others like EA or Sega that's a lot too.

The Total War series is another good example. they went from extreme moddability (Rome Total war, Medieval Total War 2), to no moddability at all (Empire Total war and later)
 
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Hate to sound unthankful, but now that we have Enatic succession laws, I'd really appreciate it if Women could take on multiple husbands and/or concubines.

Currently trying to make a more fantasy mod, and I'd really appreciate it seeing what I have planned for some of the races.