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I think that option to set dynasty group could be useful. All would remain just like in same dynasty like dynasty bonuses and dynastic alliance but name and coa would be different

You're thinking Cadets right now, aren't yah? :D
 
I think that option to set dynasty group could be useful. All would remain just like in same dynasty like dynasty bonuses and dynastic alliance but name and coa would be different
Well for cadet dynastyies they don't all have alliances though like in AGOT the arryns of gulltown are not allies to the normal arryns but are instead looked down upon. Also opinion modifiers are easily used in an event to set dynasty wide opinion bonuses which are already in AGOT.

I can see the use but it would only really work in a few special circumstances.
 
Cadet Dynasties shouldn't give an alliance. That's one of the many reasons why people ask about them. To don't have an alliance between far related family members.

That is not so sure. IRL they did give partial alliances.
 
Do you really thing Henry III of England should get an alliance with Charles I of Naples?

No not Henry III, but the earlier Capets where close to their cadet branches (and I do not want to derail this thread so there might be a better topic to continue this discussion on).
 
Do you really thing Henry III of England should get an alliance with Charles I of Naples?

Yes, because that would be hilarious!

"Your Majesty, a letter arrived this morning:

To the most honourable King Henry III of England,

I request military assistance as per our familial obligations.

Your kinsman,

King Charles I of Naples"

"Charles I of Naples? Who the hell is that? And what's Naples?"
 
Historically cadet branches went either way. To make it a sure thing alliance should 100% not happen as there are just as many instances where they were rivals as they were allies (York vs Lancaster vs Beaufort for one example). There needs to be some sort of check on founding. For example, in my cadet system I have a check based on relationships between head of main branch and head of cadet branch that determines friendly vs enemy branch. Not saying it is the only way, but it works fairly well.
 
I changed it to Louis IX of France and added Baldwin II of Constantinople. I was in the wrong d'Anjou family (the angevines were a different branch I think)

In that case it is more logic. The Angevins where not Capetians, later Anjou were named d'Anjou due to apanage.

Historically cadet branches went either way. To make it a sure thing alliance should 100% not happen as there are just as many instances where they were rivals as they were allies (York vs Lancaster vs Beaufort for one example). There needs to be some sort of check on founding. For example, in my cadet system I have a check based on relationships between head of main branch and head of cadet branch that determines friendly vs enemy branch. Not saying it is the only way, but it works fairly well.

The branches were allied when it fitted to them. It would be good to have a alliance option that you can make with independant rulers and break. Moddable diplomacy options is already on the list, right?
 
Some ability to set what culture a retinue counts as would be nice. We already have the ability to give cultures inherent bonuses and maluses, including to troops. However, currently retinue troops get the cultural bonuses and maluses of the capital rather than the ruler.

Some way to model a Norman ruler importing Norman knights for his retinue would be nice. Especially when the method for enabling it when combined with retinue requirements other than culture also enables the ability allow some rulers (Venetians for example) to import the retinues of a foreign culture (Albanian for example) that they own provinces with.
 
I'd like to request a copy_succession_laws command, like the copy_title_laws command, but for succession laws instead of crown, tax and levy laws.

Edit:
Also, I'd like to request the ability to alter holding names based on the religion of the holder, not just the culture. There are some rather silly names scattered about the map, which this could help. For example, the top barony in Jerusalem, b_mirabel, is a Crusader castle. A Crusader castle that apparently has existed since at least 867 according to the game. If it was only called this while under the control of a Christian, that would be one thing, but as is, it is quite silly.
 
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This wasn't on the main page, but a more flexible "insert_title_history" for the title histories would be quite ideal instead of only being able to copy from the earliest to the earlier dates.

PS Doesn't the "add_lover" work under the character histories?
 
Some ability to set what culture a retinue counts as would be nice. We already have the ability to give cultures inherent bonuses and maluses, including to troops. However, currently retinue troops get the cultural bonuses and maluses of the capital rather than the ruler.

Some way to model a Norman ruler importing Norman knights for his retinue would be nice. Especially when the method for enabling it when combined with retinue requirements other than culture also enables the ability allow some rulers (Venetians for example) to import the retinues of a foreign culture (Albanian for example) that they own provinces with.

This is already possible with the use of traits.
Code:
RETTYPE_CUL_DRAGON = 
{
	first_type = 6
	first_amount = 50
	second_type = 4
	second_amount = 450
	
	special_troops = Dragon
	modifier = {
		Dragon_offensive = 100
		Dragon_defensive = 100
		knights_defensive = 1.0
		knights_offensive = 1.0		
		}
	potential = {
		FROM = { 
					ai = no
					trait = Born_Of_Magic					

					}
	}
}

I use this code in my personal mod to bind my dragon units to a particular trait.
 
I would like to request that title flags and colors on the map be changeable via event, in the same way that names currently are. (West Francia to France, for example.)
 
When adding a building with the command "add_building", make it so that it builds all prerequisites automatically if there are any.

Allow buildings to be flagged such that the instant the AI is able to, they will build that building.
 
Here's one more: moddable AIREASONs, or the ability to add new ones. As far as I can tell, these are not moddable at the moment.
 
Some kind of interface file for loading screens - currently you can add new screens or replace the current ones, but it's simply impossible to remove them, you must have same amount or more screens as vanilla. So there could be an interface file where you list them, only files listed in file could be considered loading screens.

Same is true for loading screen tips, so interface file for them too would be nice.