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Since this one wasn't added to the list for some reason:

A way to disable "from_dynasty_prefix" dynasties entirely, forcing randomly generated dynasties to take their names from common/dynasties instead.
 
Moddable death reasons, currently you can make an invisible trait and make it into an illness and then on death give them the trait and have their death_reason = death_trait. However the issue with this is that one it doesn't show the killer on the tooltip you have to click the skull and two all of them have to follow the pattern of "Died..." so you can't make one like Was burned alive by So and So or other such things.
So my suggestion is have a file in common called death_reasons.txt and allow us to define a death reason then add in our own localisation.
 
Since this one wasn't added to the list for some reason:

A way to disable "from_dynasty_prefix" dynasties entirely, forcing randomly generated dynasties to take their names from common/dynasties instead.
Added:
  • A culture flag to force all random dynasty names to be taken from the pre-defined lists rather than using "of X"
Moddable death reasons, currently you can make an invisible trait and make it into an illness and then on death give them the trait and have their death_reason = death_trait. However the issue with this is that one it doesn't show the killer on the tooltip you have to click the skull and two all of them have to follow the pattern of "Died..." so you can't make one like Was burned alive by So and So or other such things.
So my suggestion is have a file in common called death_reasons.txt and allow us to define a death reason then add in our own localisation.
Added:
  • A way to add new death reasons without having to make a dummy
 
Make the ranks moddable:

  1. A Count could in some situations select one of his barons to act instead of him: a Viscount. A Viscount should have more prestige that a baron and be playable, a viscount could have other barons as vassals.
  2. Sometimes to a Count is given the responsibility of a border area and to have other Counts as vassals in this cases he becomes: a Marquis / Margravio / Landgravio.
  3. A Duke could declare himself a Grand Duke / Arch Duke instead of King. This is the typical thing that happened in the Holy Roman Empire, yes one could localize a King as such but he would get too much prestige.
  4. A King with high crown authority could create a Viceroy this could be useful if one wants to use Crusader Kings 2 to model colonies for example
  5. A King could declare himself above other Kings without for this usurp the title of the rulers of Rome becoming an High King he could have Kings as vassal getting more prestige that a normal King but less than an Emperor. Think of Irish High Kings, the Brethwalda, the North Sea "Empire" of Knuth the Great, ...
  6. An Emperor could decide to divide his Empire between his son / heir presumptive nominating him "Junior Emperor" doing this in game would mean that the Empire is divided really but in reality the thing that happened was that the "Junior Emperor" was vassal of the first! This is what happened in the late Roman Empire... in a period there was four Emperors! Two "Senior Emperors" having two "Junior Emperors" as vassals... emulating this doing the Junior Emperor a King is suboptimal as, in this way, he cannot have Kings as vassals...
 
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I have some suggestions :)

1. crownlaw option that allows to choose counciliors from skilled, but not direct vassals

2. Ability to travel to someone's court as landed character

3. Option to change side for spawned units like mercs do

4. Option to set in province or in landed titles that cetrain castle/temple/city protects another. So game should firstly force you to siege this hold before protected.

5. Option to made province incrossable, until taken. In example, you can enter this province, but until you occupy it, you can only go back.

6. Option to add bonus river-crossing alike if province is attacked in cetrain conditions, like from cetrain other provinces.

7. Option to change tax rate or liege levy % only for cetrain vassals

8. Condition connected_with_capital for holdings (via owned or vassalised provinces)

9. Ability to choose which war somebody will join. Like:

any_war = {
limit = { using_cb = X }
join_attacker_wars = ROOT
}
10. Option to raise only cetrain type of units in "raise_levy" history option. In example:

raise_levy = {
unit = light_cavalry
unit = knights
location = xyz
}
11. Option to choose in "raise_levy" from what lands it is raised like:

raise_levy = {
title=d_lesserpoland
title=c_plock
location=xyz
}

12. Option to choose what subleaders have to be in raised levy like:

raise_levy = {
subleaders = {
any_realm_character = {
has_character_flag = subleaders_please
}
}
location = xyz
}

13. Option to "raise_levy" via event with these special options mentioned up

14. Option to event "take_levy" when cetrain units switch side like:

take_levy = {
title = d_lesserpoland
title = c_plock
unit = light_cavalry
}
or like:
take_levy = {
home = {
FROM = {
any_realm_character = {
opinion = { bla bla bla etc }
trait = nasty_traitor
}
}
}
or like:
take_levy = {
subleader = ROOT
}

15. Option to define how large is intended army from raise_levy like:

raise_levy = {
army_size = 6000
}

When something like this is added, then game should multiply levy subunits by such % to match given number

16. Option to define in subunits from which lands should be such subleaders. Something like:

raise_levy = {
subleaders_match_location = yes
}
 
5. Option to made province incrossable, until taken. In example, you can enter this province, but until you occupy it, you can only go back.

This should be really useful !
If we can be able to change the suffix of the random-created dynasties when we put this line in the cultures files:
"founder_named_dynasties = yes"

as the from_dynasty_prefix line, it could be great too! (For some cultures, it could be usefull to don't have the "-id" suffix !

Even if this is already great :
Added:
  • A culture flag to force all random dynasty names to be taken from the pre-defined lists rather than using "of X"
 
I'd like to have the ability to change crusade weighting via event. Among other things, it would allow a kingdom of Israel to actually have a proper de jure setup, without breaking crusades.
 
I have some suggestions :)

5. Option to made province incrossable, until taken. In example, you can enter this province, but until you occupy it, you can only go back.

+1 to this

Also ability to make certain sea zone uncrossable unless you have a high enough tech level or own a specifc county.
 
The ability to compare the ages of characters -- either accepting FROM/ROOT/etc in the "age" command, or a separate is_older_than/is_younger_than command.

EDIT: Evidently, there's already an is_older_than command. Go figure.
 
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If it does not exist already, a way to check if at least a specified number of conditions are true, as a variant or modifier on OR. That is, you'd put something like

Code:
At_Least = {
[INDENT]number = 3
OR = {
[INDENT]A
B
C
D
E
[/INDENT]}[/INDENT]}

Which would look at the five things in the OR block, and check if at least three of them are true. This is probably not the best way to do it, but I'm hoping to avoid a set-up where the number for how many conditions need to be true is part of the logical operator (At_Least_3, for example), as that would limit the number of conditions that are needed to be true to the operators that are programmed in, instead of the flexibility that keeping the the operator and the minimum number of conditions needed to be true separate allows.
 
If it does not exist already, a way to check if at least a specified number of conditions are true, as a variant or modifier on OR. That is, you'd put something like

Code:
At_Least = {
[INDENT]number = 3
OR = {
[INDENT]A
B
C
D
E
[/INDENT]}[/INDENT]}

Which would look at the five things in the OR block, and check if at least three of them are true. This is probably not the best way to do it, but I'm hoping to avoid a set-up where the number for how many conditions need to be true is part of the logical operator (At_Least_3, for example), as that would limit the number of conditions that are needed to be true to the operators that are programmed in, instead of the flexibility that keeping the the operator and the minimum number of conditions needed to be true separate allows.
That is actually possible with count condition:
Code:
			any_demesne_title = {
				count = 2
				OR = {
					title = k_temeria
					title = k_redania
					title = k_kovir_poviss
					title = k_hengfors_league
					title = k_kaedwen
					title = k_aedirn
					title = k_lyria_rivia
				}
			}
 
That is actually possible with count condition:
Code:
			any_demesne_title = {
				count = 2
				OR = {
					title = k_temeria
					title = k_redania
					title = k_kovir_poviss
					title = k_hengfors_league
					title = k_kaedwen
					title = k_aedirn
					title = k_lyria_rivia
				}
			}

Huh. Nice. Thank you.



Honestly, I think the highest priority for improving moddability should be documentation for all the existing scopes, conditions, and so on, explaining what each does, and what they accept as arguments.

Edit:
Are there any limits as to what the count command can apply to? Can it only count titles, or can it count anything in an OR?
 
Huh. Nice. Thank you.

Honestly, I think the highest priority for improving moddability should be documentation for all the existing scopes, conditions, and so on, explaining what each does, and what they accept as arguments.

Yes an official modding documentation is really necessary that should be updated if new commands / triggers are added...
 
all of them have to follow the pattern of "Died..." so you can't make one like Was burned alive by So and So or other such things.

Not quite true; the "Died of" part is a separate localisation string that you can blank out and then write whatever you want. I've prepended all the traditional death reasons with "Died of", and then for some of my custom ones I've used things such as "Retired to the Country" or "Was claimed by Sheogorath".

Not that that negates a need for entirely customisable death reasons.
 
A can_hold_cities function similar to can_hold_temples.

The ability to place modifiers now used for religions (i.e. can_hold_temples, feminist, can_loot) in the culture file. So that Gaels can raid even though they are Catholic, for example.
 
Not quite true; the "Died of" part is a separate localisation string that you can blank out and then write whatever you want. I've prepended all the traditional death reasons with "Died of", and then for some of my custom ones I've used things such as "Retired to the Country" or "Was claimed by Sheogorath".

Not that that negates a need for entirely customisable death reasons.
Now that is pretty interesting, is there a way to make it say Was sent to the void by Lord Bill of Whatever Land or Was crucified on 10th of the whatever 2450 by Lord Dude of Nobody land? From what I can see there is now way to add it to the tooltip.
Also what it the localisation key for the skull tooltip?
 
Also what it the localisation key for the skull tooltip?
Depends. One of the following:
Code:
DEATH_BY_TRAIT
DEATH_BY_NATURE
DEATH_BY_MURDER
DEATH_BY_MURDER_UNKNOWN
DEATH_EXECUTION
DEATH_ACCIDENT
DEATH_BATTLE
DEATH_BATTLE_NO_KILLER
DEATH_DUNGEON
DEATH_SUICIDE
DEATH_RABBLE
DEATH_DUEL
DEATH_DUEL, DEATH_BATTLE, DEATH_EXECUTION and DEATH_MURDER are the only ones that will reveal the killer (which has to be coded in, in the event where the character dies.) DEATH_BY_TRAIT will take an additional key in the form <trait tag>_death. Only health traits will be used for DEATH_BY_TRAIT.
 
Depends. One of the following:
Code:
DEATH_BY_TRAIT
DEATH_BY_NATURE
DEATH_BY_MURDER
DEATH_BY_MURDER_UNKNOWN
DEATH_EXECUTION
DEATH_ACCIDENT
DEATH_BATTLE
DEATH_BATTLE_NO_KILLER
DEATH_DUNGEON
DEATH_SUICIDE
DEATH_RABBLE
DEATH_DUEL
DEATH_DUEL, DEATH_BATTLE, DEATH_EXECUTION and DEATH_MURDER are the only ones that will reveal the killer (which has to be coded in, in the event where the character dies.) DEATH_BY_TRAIT will take an additional key in the form <trait tag>_death. Only health traits will be used for DEATH_BY_TRAIT.
Ah fair enough, I usually just make invisible traits and use the death by trait one and use killer = FROM but it doesn't show the name of the killer, however I might be able to make it work now.
Regardless an easier way of defining our own death reasons would be easier :D