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Lots of random stuff have modifiers to their base chance... weights in on_action random_events, ai_chance in event options, ai_will_do in decisions, etc. random_list and random are the exceptions.
 
"Then it isn't random though... :p"


Why not?

In example with trait slow we have chance 10 for something and 5 for something else and without we have 1 for something and 5 for something else. Still random...
 
"Then it isn't random though... :p"


Why not?

In example with trait slow we have chance 10 for something and 5 for something else and without we have 1 for something and 5 for something else. Still random...
It isn't random it is a random that has been influenced by other factors.. For something to be random there can be no factors influencing it, when you have factors changing how random something is it is no longer give random outcomes as you can formulate a best way of achieving your desired outcome.
 
Can the effect of RAID_AGGRESSION = 1 (the lowest value, I think, corresponding to the highest possible aggression) be buffed significantly?

As it is, it doesn't differ much from the value used in the base game...
 
Other things I was thinking:

  1. A command "set_rank" that permits to change the rank via command / event. It exists "name_tier" that permits, for example, to call an Emperor "King" but this is only a localization thing, it remains an Emperor in all effects having the possibility indeed to vassalize Kings! With the command "set_rank" one could be a Duke when vassal and a real King when independent, this could be used, for example, in "A Game of Thrones" when a Lord Paramount becomes independent and becomes King without the need to have two different titles.
  2. A command "set_crown" to change a character crown for example from "Republican" to "King" crown if the Republic changes in some sort of "Crowned Republic".
 
Other things I was thinking:

  1. A command "set_rank" that permits to change the rank via command / event. It exists "name_tier" that permits, for example, to call an Emperor "King" but this is only a localization thing, it remains an Emperor in all effects having the possibility indeed to vassalize Kings! With the command "set_rank" one could be a Duke when vassal and a real King when independent, this could be used, for example, in "A Game of Thrones" when a Lord Paramount becomes independent and becomes King without the need to have two different titles.

+1
maybe also set_title for custom title names?
 
Suggestion: Ability to use the 'culture' and 'religion' conditions on titles to check the culture and religion fields from landed_titles. e.g. kingdom = { culture = ROOT }
 
Some suggestions:
  • Ability to ressurect dead characters
  • Moddable diplomacy (I know it has already been suggested but I think it will be very useful)
  • Moddable succession laws (Which vassals are eligible to vote in elective monarchies...)
  • Ability to designate heir for individual titles
 
There's only one "born in the purple" trait, it doesn't allow you to designate the heir to each title individually.
Fair enough, but regardless I am sure you can do it using minor titles, give your preferred heir a minor title, then using on_action events have that child be granted your title. Obviously a hard coded feature would be easier but I am pretty sure it is possible.
 
Fair enough, but regardless I am sure you can do it using minor titles, give your preferred heir a minor title, then using on_action events have that child be granted your title. Obviously a hard coded feature would be easier but I am pretty sure it is possible.

This means writing both a minor_title and an event for every single landed title you want to designate.
 
After playing some Fantasy Mods and then reading this thread, I'm amazed at some suggestions that have been missed.

Of course, these may be too ambitious, but

Implement Species Directly:
Currently, modders seem to be using traits, religions, and a huge amount of scripting to implement Species/Races. It sort of works, but the results are typically full of holes and bugs.

To make things simpler, add the species as part of a character’s definition. Characters are Human by default (for compatibility), but modders can specify additional species, subspecies, and groups of species in the files.

Species information can be used by default to specify or influence things like:
  • Portraits
  • A flag that disables events for this species unless the event specifies otherwise (to exclude generic events that don’t really work for this species).
  • A flag for animal companions (like dragons).
  • Info for things like “evil species”, able to pass as other species, immune to normal methods of death, etc.
  • Ages of adulthood/old age.
  • Lifespan and infant mortality.
  • Default marriage preferences (should be overridable by culture, religion, or traits).
  • Reproduction rules (normal, parthenogenesis, parthenogenesis+normal, one-gender species, only reproducing by event, etc), including weighted rules for specifying what species the offspring will be in cases of intermarriage (for some one-gender species, this is based on gender of the offspring). Cross-Fertility would also be moddable. And gender ratios.
  • I hesitate to say it, but certain cultures or religions could also be specified as preferred or disfavoured based on species, since a lot of fantasy settings have alignments that certain species are assigned. Standard traits could also be weighted by species.

Finally, of course, a lot of triggers and other script based things would have to be added to support scripting using species, subspecies, and species_groups.


Colonization:
The standard engine for CK II does not allow empty provinces : every province must have a ruler. However, plenty of fantasy mods feel the need to get past this. They usually implement a rather awkward method where a dummy pseudo-species like ‘Ruins’ or ‘Wilderness’ is created to serve as the species of incapable count of the province. To colonize or seize the area, you declare war, send in the army, and after you win, a scripted event chain is used to ‘colonize’ the place. This is really twisted, and also sometimes you get Ruins marrying people or similar wierdness.

So, for these mods, try and implement some sort of actual unclaimed province with no ruler and no court. Using the “Conduct Diplomacy” button would not show a ruler but could still provide some interaction options, like colonization, treasure-hunting the ruins, raiding, etc, if the right conditions are met. Most of this could be controlled by scripts, but some hidden info could be used to control how large a force the ’tribal people’ might raise to resist a colonization or raid.

A related option would be a way to mark a province as uninhabitable, in a way that could be removed by event to make it a wilderness or uninhabited.

This should be done in such a way that the same province can have different states at different start dates.
 
I would like more support for modding sound effects, like a soundfx.txt in the sounds folder similar to songs.txt in the music folder that lets you add as many new sound effects as you want. I would also like a way to define the main title in the music folder without having to name it "crusaderkings2_maintitle."
 
The option to mod the succession types.
Not just law entries, But their actual mechanics who inherit what and where.

Edit:
Are the devs actually aware of this thread? Just curious.