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All suggestions added to the first page as of now are under review.

Meneth: please don't add anything else or update the first page until I give notice.
 
Moved the thread to the proper subforum.
 
Damn, just missed the chance to add this suggestion it seems:

The ability to mark a religion as treating other members of its religion the same way as heresies in terms of holy wars and relationships. So that two religions can be within the same group and distinct from one another, but still hate and holy war one another. Say the Shia and Sunni.
 
Damn, just missed the chance to add this suggestion it seems:
I actually wanted to see why the thread got moved, too bad I missed getting mine added, especially since I already thought the patrician ones were already were on there (or were they on the frontpage of a different mod suggestions thread?):

The Republic and Patricians:
The ability to define who are allowed to build different subholdings (i.e. tradeposts only in vanilla).
The ability to add new subholdings.
The ability to define who gets which landless holdings (i.e. family palaces only in vanilla).
The ability to add new landless holdings.

The ability to define which religions and which succession laws are restricted to which gender laws and marriages, i.e. no hardcoded restrictions of matrilinear marriage and Agnatic-Cognatic and Absolute Cognatic.

The ability to define how many patrician families merchant republics have.
The ability for merchant republics to have different succession laws, and therefore different amounts of patrician families.
The ability to add patrician families to non-merchant republic nations, i.e. to have a French patrician family as vassal to the King of France, or an Italian patrician family as vassal to a non-merchant republic.
The ability to define whether a patrician family is banned against inheritance of feudal titles or has restrictions against marrying nobles.

Someway to add the ability for the player to select the succession, gender and ducal laws of a newly created title.
Someway for modders to restrict in which situations the player can select the laws of a newly created title, and which laws can be selected in those situations.
The ability to add new succession laws, a way to program how the heir is selected isn't needed, only which already existing succession law (primogeniture, gavelkind, open etc) they function like, which restrictions there are on an heir being considered valid (i.e. a certain trait, culture or religion is needed to count as a possible heir).

The ability to have different patrician clothes for different cultures.

Military units and tactics:
Expanding the special unit system to allow for replacements of other units, for example a generic Heavy Cavalry unit, that for the western nations are replaced with Knights, Cataphracts for the Byzantines and Ghilman Cavalry for the Turks, each with their own stats and the ability to have different tactics.
The ability to have the triggers for tactics depend on a sum of multiple unit types, i.e. Heavy Infantry + Pikemen > 20%.
The ability to define wether the trigger is for the percentage of all units or a specific group of unit types, i.e. Heavy Infantry > 20% of entire army, Light Infantry > 20% of all light units and Knights > 20% of Heavy Infantry.
The ability to have tactics depend on the opposing side, it's chosen tactics, commander and unit composition.

Sorry if any of these are already on the list, or completely infeasible. Just listing any idea that would vastly increase modding potential and lead to incredible new mods.

EDIT:
Misc:
The ability to allow certain people to build new holdings/subholdings in other peoples (and to define pressicely who's) territory, i.e. allow someone with a certain trait/religion/culture to build cities in any neighbouring county who's owner has a specific other trait/religion/culture, or in a non-neighbouring county in which they already own a subholding, while the owner of the county still has to have a certain trait/religion/culture.
Someway to add provincial decisions, which do not use highly complex events spawned by a national decision.
 
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Should be crossed off the list:

There already is a difficulty trigger.
There alread is a combat_tactic trigger.

Meneth: please also see the Captain's Log for info on which suggestions has been implemented.
 
I hope "can_hold_cities" gets added :) (same what muslims are using for temples: "can_hold_temples" but for cities) For this is something my personal religion mod requires to work properly :eek:o
Is it on the list by anychange? Didn't find anything for it during my quick search of the first page :(
 
Should be crossed off the list:

There already is a difficulty trigger.
There alread is a combat_tactic trigger.

Meneth: please also see the Captain's Log for info on which suggestions has been implemented.
Thanks for the updates!
Removed from list:
  • Add conditions to check the difficulty level, E.G., difficulty = hard, and higher_difficulty_than = easy
  • Trigger conditions based on combat tactic in use
Moved to implemented:
  • Improved variable support, most importantly the ability to compare two variables to see if they're greater, lesser, or equal
  • Allow multiplication and division of variables (like in EU4)
  • Allow comparing two variables
  • Allow effects/conditions to use variables instead of only pure numbers (E.G:, wealth = var)
  • Allow mathematical operations involving multiple variables (E.G., var1 = var2 * var3)
  • Add a dynasty_head scope
  • A condition to check the number of holding slots in a province, and a condition to check the number of free holding slots in a province
  • Add condition "borders_major_river = yes/no" or similar, making it possible to check if a province borders a major river
Question:
Is there any way to check that two variables are equal, rather than just var a => var b? If not, that'd certainly be useful in some contexts.
 
Is it possible to give a duke titular title to barony level bishop (something like the Ecumenical Patriarchy, where a baron is a titular king), who historically was an archbishop, to simulate a episcopal structure of catholic church (where some bishops will stay bishops, some will be an archbishops, and some will be count/duke landed bishops) without a game crash? If it's not, I suggest to add some mechanics to allow it.
 
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The ability to use pagan_coa (or something similar) for other religions.
 
Question:
Is there any way to check that two variables are equal, rather than just var a => var b? If not, that'd certainly be useful in some contexts.

No. Those triggers operate exactly as others. I really wish that Paradox once upon a time when creating the script system hadn't settled for that model and instead implemented three operators (>, < and =). Would have made my life much easier as well ;)
 
No. Those triggers operate exactly as others. I really wish that Paradox once upon a time when creating the script system hadn't settled for that model and instead implemented three operators (>, < and =). Would have made my life much easier as well ;)
Ah well, can be worked around by testing =>, then incrementing slightly, then testing <; if both are true then they must be equal.
How high is the precision of the numbers anyway? Floats? Doubles?
 
The ability to use pagan_coa (or something similar) for other religions.

in landed_titles ? it is already in ;) check out the caliphates f.e. or the barony b_cluny. some indian titles have it too.
 
No. Those triggers operate exactly as others. I really wish that Paradox once upon a time when creating the script system hadn't settled for that model and instead implemented three operators (>, < and =). Would have made my life much easier as well ;)

But well now you have the sources, right? It is so difficult to add new commands to make this tests? Those test using XXX = { NOT ... } are incubus for me...
it seems not efficient to me for the engine itself...

Oh well maybe a new version of the engine itself? Or use a real scripting language as for example lua at this point...
 
The ability to use pagan_coa (or something similar) for other religions.

Or better to have something similar but that scopes cultures or trait or whatever: for Dumonia with a Red Dragon (similar to Britannia flag), Ængland with something Saxonish, England with the flag of Normandy, England with St. George Cross, The Commonwealth of England (That is England with any culture but Republic!) and so on...

For example this could a flag of The Commonwealth of Britannia:
 

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Or better to have something similar but that scopes cultures or trait or whatever: for Dumonia with a Red Dragon (similar to Britannia flag), Ængland with something Saxonish, England with the flag of Normandy, England with St. George Cross, The Commonwealth of England (That is England with any culture but Republic!) and so on...

For example this could a flag of The Commonwealth of Britannia:

But this are CoAs not flags :) Commonwealth had this CoA:

https://en.wikipedia.org/wiki/File:Arms_of_the_Protectorate_(1653–1659).svg

But yes, I like your suggestion for cultural COAs.
 
Ah well, can be worked around by testing =>, then incrementing slightly, then testing <; if both are true then they must be equal.
How high is the precision of the numbers anyway? Floats? Doubles?

We don't use floats or doubles but a FixedPoint based on an int32, using the last three digits as decimals. So you can have a value from -2,147,483.648 to 2,147,483.647
 
But well now you have the sources, right? It is so difficult to add new commands to make this tests? Those test using XXX = { NOT ... } are incubus for me...
it seems not efficient to me for the engine itself...

Oh well maybe a new version of the engine itself? Or use a real scripting language as for example lua at this point...

The use of only = as operator has little to do with the triggers and effects but with how the engine parser works. Not impossible to change (some said so, but I proved them wrong) but changing how all triggers work and their localisation - that would take a lot of work.
 
It is not possible to make the modification in a retro-compatible way?
That is adding the operators >, < and a true = (that could be called eq as "=" is already used) but leaving the exotic "=" that means >= in reality for the old scripts.

Yes I imagine the localization would be a problem (it is always the most complex problem of programming, right :D ?) but making the change gradually it could be done...