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Novogrod indeed is recognized by Paradox itself as a Merchant Republic at least in Europa Universalis time period... and I know that stretching the model a little other states as you listed could have been "Merchant Republic".

The reality is that we need other types of Republics, elective any 5 years, elective for life, aristocratic (or Noble Republic as Paradox call them in EU4) for "De Medici" Florence for example, hereditary ("De Medici" Florence again just before they were recognized as Dukes), crowned republic (The Roman Empire, The Dutch Republic) and obviously Republic Dictatorship.
One should create Republics whatever he wants without getting a Game Over! Florence doesn't need a port to operate and Novgorod neither! They used rivers...

But as "The Republic DLC" is so rushed and filled with all that hardcoding so much that is for themselves admission immodificable we should consider lucky and forgotten all of this now...
 
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I would love to be able to identify separate even texts for different cultures, religions, character modifiers,

Is = { culture = suebian { 1500DESC_1 } }
Is = { culture = romano_hispanic { 1500DESC_2 } }
\

Can't you do that already? Set the culture as a trigger in the option?
 
He wants to have variant event desc text by culture, which can only be done now by having multiple copies of the event and calling the culture-appropriate event... which only really works with triggered events, not MTTH events, though you could have an MTTH hidden event which calls the culture-appropriate event.
 
An optional 'value=' argument for custom_tooltip, and a localisation token/thing to pick that value up.

This would really help me to reduce the number of localisation entries I need to make. Simple example:

Code:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
custom_pietyloss_tip;As a [Root.Religion.GetName], [Root.GetTitledFirstName] loses [This.GetCustomTooltipValue] Piety\n;;;;;;;;;;;;x

...

if = { 
	limit = { religion = hindu } 
	custom_tooltip = { 
		text  = custom_pietyloss_tip
		value = 100
	}
	hidden_tooltip = {
		piety = -100
	}
}

if = { 
	limit = { religion = jain } 
	custom_tooltip = { 
		text  = custom_pietyloss_tip
		value = 300
	}
	hidden_tooltip = {
		piety = -300
	}
}

...allowing more than one 'value=' argument would of course be super spiffy.
 
CK2 is already probably the most moddable of all PDX games, but I would personally like to see a a turing-complete full script language be put in. I.e. with proper variables and consistent access to the game state in all contexts. More callbacks, events returning information like functions, etc, etc. Or possibly makes us able to use python scripts in our modding (Civilization 5 did this, I think).
 
CK2 is already probably the most moddable of all PDX games, but I would personally like to see a a turing-complete full script language be put in. I.e. with proper variables and consistent access to the game state in all contexts. More callbacks, events returning information like functions, etc, etc. Or possibly makes us able to use python scripts in our modding (Civilization 5 did this, I think).

Or lua that they are partially using... but for only a file!
I fear that for do this we need a new version of Clausterwiz engine :( ... maybe for Crusader King III...
 
Triggers for titles that have effects below.
1, The title don't expand by assimilation
2, The title can't be destroyed if this is not gavelkind suc. law.

-Moddable suffix/prefix for founder_named_dynasty culture.
-Chance for new dynasty named by title or founder name. in one culture.
 
Ability to spawn disease using event would be nice
 
Triggers for titles that have effects below.
1, The title don't expand by assimilation
2, The title can't be destroyed if this is not gavelkind suc. law.

This would be nice

-Moddable suffix/prefix for founder_named_dynasty culture.
-Chance for new dynasty named by title or founder name. in one culture.

Even more this! I can have my Franks and Geats have proper -ing named dynasties!
 
Some maybe-farfethed ones:
-a set_character_gender command that take male and female as values
-a set_dna = X command and a dna = X condition (it has been mentioned in the Captain's log, but i think it is better to leave mention of it here
-maybe a define line like "use_toponymic_dynasties" that, when set to 0 forbids generated characters to use "de <holding name> as a valid dynasty name.
 
Separate the feature whereby a dynasty using auto-generated coat of arms uses it own coat of arms as the coat of arms of it's main title from the dynasty name feature.

Bleh what a mouthful.

Basically I want to make it so - if you have auto-generated coats of arms above baronies, you get to use your own dynasty coat of arms (like most Muslims and Indians currently do) without having to have dynasty names.
 
Making it so certain titles always have dynasty names would be cool - for example for an Empire of China title.