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i would like those changes and also a possibility of giving some modability to diplomatic actions, as putting a permit block to marriage, send gift, or whatever action wich you, or the AI can take.
signed
 
i would like those changes and also a possibility of giving some modability to diplomatic actions, as putting a permit block to marriage, send gift, or whatever action wich you, or the AI can take.
signed
Already on the list.
Are we able to define default succession laws for cultures right now? I haven't been able to figure out how.
Yes, take a look at how Absolute Cognatic is limited to basques.
 
Ability to change De Jure Structure by event.

Probably a pipe dream, but this would be absolutely beautiful to have...
An example for k_moskva:
k_moskva = { de_jure_liege = e_russia }
d_moskva = { de_jure_liege = k_moskva }
And so on.
 
No, I mean the default law. The one that a title has if no one has changed it. IE, if a ruler of culture amazon gets a title, by default they have enatic succession. I would like to define this.
Ah.
There's some workarounds and such you could use to default to specific laws, but yeah, a section to define who can have a law as default would be nice. I'll add it to the list.
 
I have a few suggestions for things that should be on the list:

The ability to form trade ports along river zones (to simulate river trade and enable certain inland republics such as Novgorod)

Modding of river navigability (ability to change who can navigate rivers)

Moddability of the investiture succession laws so that they can be applied to non-Catholics (and potentially, non-theocracies) to better simulate non-Feudal countries such as Byzantium and some of the more centralized Muslim nations
 
I have a few suggestions for things that should be on the list:

The ability to form trade ports along river zones (to simulate river trade and enable certain inland republics such as Novgorod)

Modding of river navigability (ability to change who can navigate rivers)

Moddability of the investiture succession laws so that they can be applied to non-Catholics (and potentially, non-theocracies) to better simulate non-Feudal countries such as Byzantium and some of the more centralized Muslim nations

Who can use rivers is already moddable, in the religion fle.
 
But you can? :unsure:

Jure uxoris for mods.

Whoa, really? Damn, I've been gone longer than I thought!

An example for k_moskva:
k_moskva = { de_jure_liege = e_russia }
d_moskva = { de_jure_liege = k_moskva }
And so on.

Thanks, that'll come in handy!


Okay, another suggestion; ability to grant/assign to any character a family palace, like the Patricians have now. (This might be an easy way to create Cadet branches, maybe?)

Also, ability to change government from Feudal to Republic and vice-versa; this might be really difficult because of hard coding and whatnot, but it would open the door to so, so much! (Rise of Rome mods, anyone? We could make our own Rome 2...)
 
I have a few suggestions for things that should be on the list:

The ability to form trade ports along river zones (to simulate river trade and enable certain inland republics such as Novgorod)

Modding of river navigability (ability to change who can navigate rivers)

Moddability of the investiture succession laws so that they can be applied to non-Catholics (and potentially, non-theocracies) to better simulate non-Feudal countries such as Byzantium and some of the more centralized Muslim nations
Added "Make it possible to toggle trade posts on navigable rivers"
River navigability is already moddable in the religion files.
Could you elaborate on the investiture suggestion?
Individual trait-to-trait opinion modifiers, like we had back in CK1 ;)
Could you elaborate?

Okay, another suggestion; ability to grant/assign to any character a family palace, like the Patricians have now. (This might be an easy way to create Cadet branches, maybe?)
Already on the list.

Also, ability to change government from Feudal to Republic and vice-versa; this might be really difficult because of hard coding and whatnot, but it would open the door to so, so much! (Rise of Rome mods, anyone? We could make our own Rome 2...)
Added as "The ability to change character type by event"
 
Could you elaborate?
Ability to, instead of, say, having to use "church_opinion = x" on traits, we also have the ability to use "opinion = { trait = greedy amount = -25 }" or something
 
Ability to, instead of, say, having to use "church_opinion = x" on traits, we also have the ability to use "opinion = { trait = greedy amount = -25 }" or something
Ah. You can do that to some extent via opposite traits, though that of course makes them mutually exclusive.
I'll add it to the list.
 
Unless it is already in there, the ability to change a religion's holy sites through event, so that religions that are driven from their traditional lands but still hold kingdoms in other parts of the world can maintain moral authority, similar to the Russian Orthodox.
 
Unless it is already in there, the ability to change a religion's holy sites through event, so that religions that are driven from their traditional lands but still hold kingdoms in other parts of the world can maintain moral authority, similar to the Russian Orthodox.
Added.
 
Added "The ability to prevent a religion from using the "heresy_icon" of its parent religion" to the list.
As I'm getting a bit annoyed with Shia Islam using the heretic icon as a result of being a heresy of Sunni Islam in PB. Commenting out the heretic icon leads to it using the Catholic cross, and if I set the heretic icon of Sunni Islam to the proper Shia icon, that'd result in all Sunni heresies using that icon.
 
I'd like the ability to add a random range command to the files, so something like 'Troop_loss = rand (0.2-0.8)', so we are not always stuck with a specific value for calculations, but a range of values that are random.