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any_religion scope and being able to scope to a specific religion directly, like:
Code:
any_religion ={
 limit = {
  religion_group = christian
  NOT = { THIS = ROOT }
 }
 parent = ROOT
}

orthodox = {
 can_call_crusade = yes
}
 
Hmm, random thought: modifiers or a modifier that affects how much loot you can get in raiding (I.e something like "loot_amount = 0.05" means you get 5% more loot than you normally would when riding)
 
A new scope-free, argument-free debugging effect called assert (mirrors standard assert

Tracing support (runtime debug logging). Actually get data / trace info out of the game and into a serial text log in a way that cannot even be matched by comprehensive save-game parsing.

These sort of things should absolutely be a priority. Especially as they should make it easier for Paradox to develop and test their own stuff as well.
 
I've moved two suggestions to the implemented suggestions list. If I've missed anything, please do tell:
  • Allow splitting culture/religion group across multiple files so that so that keeping small mods compatible with other projects becomes simpler. E.G., allow assigning parent group in the culture/religion itself, so it can exist in an independent file (I've confirmed that this works for both cultures and religions)
  • Ability to add ports to inland seas (separate seas are now supported. They still have to be two provinces large to count though)
I'd like to see something more on naming.

Mostly, I would like the option to set how rare certain names are. A big example of this is how all new Popes in the game get strange names, and rarely ever just go with John or Benedict, like most would. With this, it would be nice to only allow certain names for certain dynasties, or title holders' dynasties, to allow "royal names". Another addition regarding names is the ability to tell the game that two names, even though one male and one female, mean the same thing. This way a parent could name their daughter after the child's grandfather, or their son after the child's grandmother.
Added:
  • Ability to change the relative frequency of names. (E.G., William might be set to three times as common as Godfrey)
  • Ability to define names unique to a dynasty rather than a culture
  • Ability to limit specific names to the dynasty of the holder of a specific title
The one about androgynous names sounds rather unlikely to happen, as it'd make the naming system a lot more complicated.
I'd wish for a reverse version of open elective law that generates random character with provinces religion and either provinces or lieges culture.
Covered under "moddable succession laws".
Suggestion:

I would love to see a flag or something that allows me to grant landed titles to certain women under agnatic/agnatic-cognatic succession.
Added:
  • Allow laws to directly determine whether land can be granted to unlanded women, overriding succession law
The ability to set religion parameters (allow_raiding = yes and the like) in the cultures file.
Added:
  • Allow applying religion mechanics to specific cultures rather than religions. (E.G., one might want to make Mongols able to raid regardless of their religion)
It would be insanely useful to be able to have a console command which dumps all scopes and all valid scope commands to a text file. I've spent most of today putting together an up-to-date list for the Character scope, which took ages, is incomplete, will be out of date come the next update, and probably has lots of errors.

By contrast the game already knows everything there is to know, and it shouldn't be too hard to make it spit the details out in an instant. No more confusion!
Added:
  • Console command to print every scope, command, and condition to the log
any_religion scope and being able to scope to a specific religion directly, like:
Code:
any_religion ={
 limit = {
  religion_group = christian
  NOT = { THIS = ROOT }
 }
 parent = ROOT
}

orthodox = {
 can_call_crusade = yes
}
Added:
  • any_religion scope, and being able to scope directly to a religion. Would allow changing religion mechanics and reassign heresies on the fly (E.G., orthodox = { can_call_crusade = yes })
Hmm, random thought: modifiers or a modifier that affects how much loot you can get in raiding (I.e something like "loot_amount = 0.05" means you get 5% more loot than you normally would when riding)
Added_
  • An event/law/etc modifiable modifier to how much gold is gained from looting. (E.G., loot_amount = 0.05 would give the character 5% more cash from raiding)
 
I want the ability to make multiple versions of the Pentarchy (not necessarily being limited to five either) either that or duplicate it with having a similar system to that of the Pagan Holy Sites.
 
I want the ability to make multiple versions of the Pentarchy (not necessarily being limited to five either) either that or duplicate it with having a similar system to that of the Pagan Holy Sites.
Already on the list:
  • Ability to set separate pentarchy groups for different religions
 
Somewhere on this thread, perhaps two or three tens of pages ago, I declared an interest in an event command, which I guess won't hurt repeating:

Code:
destroy_random_holding
destroy_temple
destroy_castle
destroy_city

none of which, of course, would apply to the county capital.
 
Somewhere on this thread, perhaps two or three tens of pages ago, I declared an interest in an event command, which I guess won't hurt repeating:

Code:
destroy_random_holding
destroy_temple
destroy_castle
destroy_city

none of which, of course, would apply to the county capital.
Added:
  • Allow destroying random holdings, cities, castles, and temples in a province (destroy_random_holding, destroy_temple, destroy_castle, destroy_city)
 
Ability to add the feminist = yes thing to cultures as well as religions.

They ability to add:
river_movement = yes
feminist = yes
marriage rules
Covered under:
  • Allow applying religion mechanics to specific cultures rather than religions. (E.G., one might want to make Mongols able to raid regardless of their religion)
 
Added:
  • Allow destroying random holdings, cities, castles, and temples in a province (destroy_random_holding, destroy_temple, destroy_castle, destroy_city)

Thank you.
 
I'd like them to change these stupid hardcoded religious tolerance functions, because you can't just make your own sympathizer traits.

tolerates_indian_group
tolerates_christian
tolerates_muslim
tolerates_pagan_group
tolerates_zoroastrian_group
tolerates_jewish_group

It would be better to have

tolerates_religion_group = christian/muslim/other_religion_group_name
 
I'd like them to change these stupid hardcoded religious tolerance functions, because you can't just make your own sympathizer traits.

tolerates_indian_group
tolerates_christian
tolerates_muslim
tolerates_pagan_group
tolerates_zoroastrian_group
tolerates_jewish_group

It would be better to have

tolerates_religion_group = christian/muslim/other_religion_group_name


According to Groogy, that is already the case.
Code:
tolerates_<your_own_religion_group>