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Speaking of coronation:

Ability to add new diplomatic interactions.

My idea is for the Holy Roman Emperor to require a coronation by the pope or an antipope, via diplomacy. But it would also, for example, streamline the personal interactions in the Game of Thrones mod.
 
An on_action on_new_holder in title scope. Maybe with previous holder in FROM.

The intended application is to enable title-specific mechanics. For example the Roman Empire would use this to grant the Augustus trait to a character as soon as they get the title, rather than several days later.

For Augustus an event with MTTH = 1 day is acceptable. But if I wanted to add a negative effect, the player could abuse the time before the event fires to circumvent its effect. (I'm thinking specifically of penalizing levy size before you use a decision to hold a coronation, which you could circumvent by raising levies before the penalty is applied.)

Modify your suggestion to be an on_action on_new_title_holder with the new holder in ROOT scope, the previous holder in FROM (FROM=ROOT if the title was just created), and the title in FROMFROM (or a special scope, such as the purpose crusade_target and new_character serve and are used by existing on_actions), and I second you on that. There is no precedent for a title_event, i.e., a title as ROOT, hence the technical variation from your suggestion. Should that fire for every single title (baronies, etc.)? Probably, but most events using it would probably filter those out immediately in the trigger.
 
Should be moved to Implemented suggestions as this has been added.

"female_temple_holders = yes"
Moved, thanks.
I would like for both the papal succession and decadence mechanics to be made moddable (for those modders who want to create custom religions).
Added a note about decadence. Can't traits already give Papal suitability though?
An on_action on_new_holder in title scope. Maybe with previous holder in FROM.

The intended application is to enable title-specific mechanics. For example the Roman Empire would use this to grant the Augustus trait to a character as soon as they get the title, rather than several days later.

For Augustus an event with MTTH = 1 day is acceptable. But if I wanted to add a negative effect, the player could abuse the time before the event fires to circumvent its effect. (I'm thinking specifically of penalizing levy size before you use a decision to hold a coronation, which you could circumvent by raising levies before the penalty is applied.)
Sounds like a good idea. Added as "A new on_action "on_new_holder". Would give the title as FROMFROM, the new ruler as ROOT, and the previous ruler as FROM (ROOT = FROM if the title is created rather than inherited/usurped)"
Speaking of coronation:

Ability to add new diplomatic interactions.

My idea is for the Holy Roman Emperor to require a coronation by the pope or an antipope, via diplomacy. But it would also, for example, streamline the personal interactions in the Game of Thrones mod.
Added.
 
Going through the list and noting what has been added, or partially added.

Partially added:
  • Ability to mod what holding types are allowed and available (like Muslim Feudals being able to use both temples and castles) - "can_hold_temples = yes" for feudal temples in religion file.
  • Make decadence more moddable (E.G., traits giving decadence/preventing decadence. Character modifiers affecting decadence) - There is a "prevent_decadence = yes" aspect for traits.

Fully added:
  • Retinue triggers beyond just culture. Preferably fully scriptable like plots for example are - Retinues are now scripted with a 'potential' trigger rather than simple culture and culture_group fields
  • A way to limit retinues to specific title tiers and above; E.G., only dukes and above - Retinues are now scripted with a 'potential' trigger rather than simple culture and culture_group fields
  • Add condition "other_religion_marriage = yes/no" in religions (allow marrying members of other religious groups) - The 'intermarry' option
  • Allow splitting culture/religion group across multiple files so that so that keeping small mods compatible with other projects becomes simpler - I've always been able to do this, I think it's been added unless I'm misinterpreting what is being asked for.
 
Going through the list and noting what has been added, or partially added.

Partially added:
  • Ability to mod what holding types are allowed and available (like Muslim Feudals being able to use both temples and castles) - "can_hold_temples = yes" for feudal temples in religion file.
Still leaves holding cities unmoddable.
  • Make decadence more moddable (E.G., traits giving decadence/preventing decadence. Character modifiers affecting decadence) - There is a "prevent_decadence = yes" aspect for traits.
Any idea how that works?
  • Retinue triggers beyond just culture. Preferably fully scriptable like plots for example are - Retinues are now scripted with a 'potential' trigger rather than simple culture and culture_group fields
  • A way to limit retinues to specific title tiers and above; E.G., only dukes and above - Retinues are now scripted with a 'potential' trigger rather than simple culture and culture_group fields
  • Add condition "other_religion_marriage = yes/no" in religions (allow marrying members of other religious groups) - The 'intermarry' option
Moved, thanks.
  • Allow splitting culture/religion group across multiple files so that so that keeping small mods compatible with other projects becomes simpler - I've always been able to do this, I think it's been added unless I'm misinterpreting what is being asked for.
Splitting a single group across several files, which is not currently possible. E.G., a mod decides to add Scots-Gaels. Currently they'll have to replace the entire culture file (or the entire Norse culture file if it is a sub-mod of a mod splitting things up). Ideally it'd be possible to have the culture in a file of its own with its parent defined in the culture itself.
 
Still leaves holding cities unmoddable.
Yeah, nor do we have options on setting what mayors and bishops can hold.

Any idea how that works?
The Ashari trait, which prevents anyone who has it from generating any decadence, has "prevent_decadence = yes" as a part of its effects. Here is the whole trait:
Code:
ashari = {
	monthly_character_piety = 1
	prevent_decadence = yes
	
	religious = yes # Lost immediately on religion change
	
	opposites =  {
		mutazilite
	}
	
	same_opinion = 25
	opposite_opinion = -50
	
	customizer = no
	random = no
}

Splitting a single group across several files, which is not currently possible. E.G., a mod decides to add Scots-Gaels. Currently they'll have to replace the entire culture file (or the entire Norse culture file if it is a sub-mod of a mod splitting things up). Ideally it'd be possible to have the culture in a file of its own with its parent defined in the culture itself.
Are you sure about that? I was able to split cultures across files in EU4, and I am able to split religions across files in CK2 for sure.
 
The Ashari trait, which prevents anyone who has it from generating any decadence, has "prevent_decadence = yes" as a part of its effects. Here is the whole trait
That's quite neat. However, it's very all or nothing.

Are you sure about that? I was able to split cultures across files in EU4, and I am able to split religions across files in CK2 for sure.
Well, there's quite literally no way to define a parent for a culture to my knowledge, so that's not possible. It might work for heresies, but I'm very much unsure on whether it'd work for top-level religions.
 
That's quite neat. However, it's very all or nothing.
That's why I said it was partially added.


Well, there's quite literally no way to define a parent for a culture to my knowledge, so that's not possible. It might work for heresies, but I'm very much unsure on whether it'd work for top-level religions.
That particular point made no mention of parent cultures. Isn't all you have to do put things in the religion's scope? For example, my better gender mod adds in a new heresy for miaphysites like this:
Code:
christian = {

	lilithian = {
		graphical_culture = westerngfx

		icon = 11
		heresy_icon = 13
		
		color = { 0.9 0.2 0.2 }
		parent = miaphysite
	...

	}
}

The game interprites that as a part of the Christian religion no problem, and that's in a separate file (but still the religion folder) and it works just fine. I doubt that there would be any issues for a non-heresy religion either.
 
That particular point made no mention of parent cultures. Isn't all you have to do put things in the religion's scope? For example, my better gender mod adds in a new heresy for miaphysites like this:
Code:
christian = {

    lilithian = {
        graphical_culture = westerngfx

        icon = 11
        heresy_icon = 13
        
        color = { 0.9 0.2 0.2 }
        parent = miaphysite
    ...

    }
}

The game interprites that as a part of the Christian religion no problem, and that's in a separate file (but still the religion folder) and it works just fine. I doubt that there would be any issues for a non-heresy religion either.
I'll have to test if it actually works with a separate branch of a religion (non-heresy), as I've seen no indication that for example "parent = muslim" would work.
If it does, I'll remove the mention of religion and leave it as referring to culture only.
 
I'll have to test if it actually works with a separate branch of a religion (non-heresy), as I've seen no indication that for example "parent = muslim" would work.
If it does, I'll remove the mention of religion and leave it as referring to culture only.
I don't think you'd ever say "parent = muslim". The right way is to put is to open with the muslim scope, like this:

Code:
muslim = {
	my_muslim_religion_name = {
		#my religion defines
	}
}

And that would be the same as if you took the default religion file and added my_muslim_religion_name to the muslim section there.
 
I don't think you'd ever say "parent = muslim". The right way is to put is to open with the muslim scope, like this:

Code:
muslim = {
    my_muslim_religion_name = {
        #my religion defines
    }
}

And that would be the same as if you took the default religion file and added my_muslim_religion_name to the muslim section there.
I'll have to look into that.
 
I've been looking around the files for awhile now, and I'm pretty sure that there isn't a way to mod who can be appointed as the successor to a theocracy/bishoprick in realms with free investiture. If this cannot be made fully moddable, please make it so that religions with female_priests = yes can appoint women as successors.
 
I've been looking around the files for awhile now, and I'm pretty sure that there isn't a way to mod who can be appointed as the successor to a theocracy/bishoprick in realms with free investiture. If this cannot be made fully moddable, please make it so that religions with female_priests = yes can appoint women as successors.
I think that pretty much goes under the note of making succession properly moddable. No succession type except Papal Succession is moddable in any real way right now.
 
I think that pretty much goes under the note of making succession properly moddable. No succession type except Papal Succession is moddable in any real way right now.
Yeah, in that case let's just leave it at, "Religions with free investiture and female_priests = yes can appoint women as bishoprick successors"
 
Yeah, in that case let's just leave it at, "Religions with free investiture and female_priests = yes can appoint women as bishoprick successors"
Tbh, sounds like a bug. Report it in the bug forum; it'll get fixed much quicker that way.
 
Suggestion 1:

set_religion_flag
clr_religion_flag
has_religion_flag

+ ability to set the initial state of religion flags in the religion definition

You could then collapse a whole lot of code that does checks for sets of specific religions down to putting a flag in the religion definition, and doing religion = { has_religion_flag = <some flag> } checks instead.

Suggestion 2:

Cultural names for minor titles.

EDIT: Suggestion 1, might be useful for culture as well.
 
  • Traits inheritable via succession

FYI, this is currently covered by registering an on_death on_action event which triggers for holders of the trait and, in the event effect, adds the trait to ROOT's current_heir scope. Not as nice as a 'inherit = yes' flag in the trait definition but, still, it's easily achieved via this more dynamic mechanism that's been available for awhile now.

EDIT: My solution doesn't cover abdication, but then that's arguably not really "inherited succession" anyway, at least not in most ways the game [rarely] uses abdication.
 
FYI, this is currently covered by registering an on_death on_action event which triggers for holders of the trait and, in the event effect, adds the trait to ROOT's current_heir scope. Not as nice as a 'inherit = yes' flag in the trait definition but, still, it's easily achieved via this more dynamic mechanism that's been available for awhile now.

EDIT: My solution doesn't cover abdication, but then that's arguably not really "inherited succession" anyway, at least not in most ways the game [rarely] uses abdication.
Does current_heir work on a per-title basis though? With gavelkind for example you might want all inheriting children to get the trait, while current_heir (to my knowledge) will only give it to your primary heir.