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Yeah, that is what I was getting at. Just some way to block access to an adjacent province unless occupied. It's the biggest problem with my mod at the moment.
There is no way to accomplish this in CK2 right now.

That said, I'd like to make sure I've got the rules for the province right. You want a province that can be entered, but you must exit it by the same direction you entered by unless you control the province, correct? In this case, control is whoever is occupying the province.
 
This is a very specific request, but would it be possible to have a province marked as impassable for those hostile to the owner unless it's fully occupied?

Don't forget a way to do that with sea zones too and a way for it to be technology based so you can't cross a certain area without X tech. This is the only way i can think of to represent the great gates of azulon. It would also be really really handy for all those people that want to make mods that connect north america to europe.
 
Don't forget a way to do that with sea zones too and a way for it to be technology based so you can't cross a certain area without X tech. This is the only way i can think of to represent the great gates of azulon. It would also be really really handy for all those people that want to make mods that connect north america to europe.
Well, Captain Gars added a province modifier for setting travel time in a province. Perhaps something could be done with that, making it take a huge amount of time to travel deeper in, unless you control a neighboring province? Then make each segment of each wall a province, and you could have it take something like a century to move past the wall without sieging it down, while allowing the Earth Kingdom's troops to move freely, as they control most of the other neighboring provinces. Or if the neighbor thing won't work, boost the travel time through the wall provinces, then give Earth Kingdom army leaders a trait that provides an equally huge movement boost in provinces with the Walls of Ba Sing Se modifier.
 
Right, addressing the first 40 or so posts since I last updated the list. I'll work through the rest later.
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...
Already covered:
  • Ability to add more title tiers
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
}
1. Added "Add a law option that enables hiring vassals of vassals as councilors"
2. Could you elaborate on how this might work?
3. I don't understand this request
4. Holding order determines this, though capital overrides it
5. Added "Add a province effect that makes it impossible to cross the province; if entered one can only go back to the province one came from unless one occupies the province"
6. How would this work?
7. How would this work?
8. Added "Add a contiguous_with_capital condition that checks if one can get from a province to one's capital without leaving one's (sub) realm"
9. Already on the list "Make it possible to force characters to join a side in a war by event/decision/etc (specific war, unlike join_attacker_wars)"
10. This isn't even possible in-game, so it certainly won't happen unless it happens there first
11. Added "Allow raising levies only from specific vassals when using raise_levy in the history files"
12. You can already assign leaders to each flank via history
13. I don't know what you mean
14. I don't know what you mean
15. How would this actually work? It doesn't work like that in-game
16. I don't know what you mean
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.
Added "Add an event effect to change a title's crusade weighting"
+1 to this

Also ability to make certain sea zone uncrossable unless you have a high enough tech level or own a specifc county.
Added "Add a sea province effect that prevents it being entered unless one's tech level is high enough".
I'm not sure how the county bit would work.
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.
Added "add a way to check that a certain number of conditions within an OR are true, rather than just one. E.G., requiring that at least two of the conditions be true in order for an event to trigger".
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.
Already covered "Export "city_holder", "castle_holder", and "temple_holder" to minor_titles or similar, so that modders can decide who can legally hold each type"
Maybe option to allow reaving in a trait? :)
I have no idea what you mean.

And option to add modifiers to random list :) in example:

random_list = {
1 = {
modifier = {
factor = 10
trait = slow
}
xyz
}
}
Added "Make it possible to weight the options in a random_list using modifiers. E.G., one of the random outcomes being 5 times as likely if the character is brave"
Another thing that would be helpful is inheritable opinion modifiers
Added "Add an optional parameter to opinion assignment that makes the opinion modifier inheritable".
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".
1. All rank happens on a title level, not a character level
2. I don't know what you mean
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 }
Added "Make it possible to check the culture/religion of a title as defined in landed_titles (titles can currently have culture and religion fields that determine the culture/religion of generated rulers). 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
Added:
  • Add an effect to resurrect a character
The rest are already on the list in one fashion or another.
 
1. All rank happens on a title level, not a character level

I meant the possibility to elevate a title via event for example:

Code:
k_trebizond = {
     set_rank = empire # Now for all effects Trebizond is an Empire, is so called, gets the right prestige and could have Kings as vassals
}

2. I don't know what you mean

I tough that the strange republican hat was a "crown" on further analys they more clothes as any patrician seems to use a different set, the meaning does not change: it is OK for the Patrician to wear whatever he wants but when he becomes the ruler of the Republic a particular Crown / Hat should be dressed, for example for "The Commune of Rome" we wanted to use a laurel...

One could imagine other situations in which a Republican ruler should wear a particular crown...maybe a King crown too if we talk of a Noble Republic...
 
@fanoI

How is this supposed to work? How different would "set_rank = empire" work in comparison to a titular impirial title for Trebizond? The old k_trebizond is still needed after all as otherwise there would be a layer missing from the de jure setup.
 
It is needed that above an Empire should be a Kingdom? If not the new "elevated" Empire of Trebizond would have only the Duchy of Trebizond as if it was the Kingdom... in this way you avoid to create a title and to copy the flag for only this scope!

I add a thing:

- The possibility to change a title's name and prefix via event that is add the commands "set_title", "set_title_female" and "set_title_prefix" they should be analogous to the commands used in landed_title but will permit to change these dynamically.
 
It could be great if we can be able to trigger by events the "naming box" that appears at the birth of the character.
This one i mean :

What i'm thinking is to trigger it to choose a regnal name for exemple, or to change your name after some specific events.
Do you think it'll be possible one day ? Thanks !
 
This one already exist:

"Allow comparing the same variable from two different scopes (E.G., var1 in ROOT, and var1 in FROM)"
 
Don't understand this one:

"The "potential" section for buildings should allow things like NOT and OR"

Why wouldn't these work?
 
This one already exist:

"Allow comparing the same variable from two different scopes (E.G., var1 in ROOT, and var1 in FROM)"
I just realized, we'll be able to use those saved targets for this as well. :D
 
If it hasn't been mentioned already, have it if you're playing under either enatic or enatic-cognatic gender laws, you can't grant landed titles to unlanded males. Every time I play my personal mod, I see queens of matriarchal realms grant landed titles either their unlanded husbands or sons instead of either their daughters or other female family members when they're over their holding limit. It just breaks the immersion when you see heiresses and younger daughters/sisters of amazonian queens/empresses with no lands while their father and or brothers are granted lands with which to possibly contest the succession.
 
Is it possible to implement retinue limits? As in a specific retinue might have a limit of 1, so you can only raise one of them even if your retinue cap supports more of them. In an ideal world, this aspect would even aknowledge triggers, so you can have the limit increased if certain conditions are met.
The ability to choose whether event spawned troops cost maintenance in the event.
The ability to set a retinue as having a specific culture (possible religion as well?), instead of requiring it. The game allows for cultures to have bonuses, and these cultural bonuses (+ heavy infantry offensive for example) get applied to levies from provinces with that culture, however the cultural bonuses applied to retinues are currently those of the capital with no way to change this. That means you can't have retinues which represent an imported bodyguard of a foreign ruler (despite said foreign ruler immediately overwriting the military legacy and culture of whatever country he holds).
A title flag that disables the AI's stubborn focus on acquiring the de jure capital of the title if an AI character holds the title as it's main title.
A way to define the amount of Patrician families a Merchant republic has. On a per title basis would be ideal, but even just globally would be much appreciated.
Special troop types allowing for individual graphical weights. Would be nice, but is by no means the most important thing in this thread.
Someway to specify whether an event spawned regiment should keep track of where it was spawned, or some way of keeping track of how many of a specific type of event spawned regiment you have. Basically an easy way to say that you can have this many of a specific type of event spawned regiment with that many provinces with fulfill some requirements.
Being able to attach "can marry a specific foreign religion" and other religion specific abilities to character, without that character being a heretic. Whether that means letting traits enable them, or someway to let a specific religion be "different, yet subservient to the same religious head" (or a third way) is of no other importance other than what Captain Gars find easiest to implement.

Unrelated to scripting, but a spritepack (Italian?) featuring a crossbowman as the archer sprite, which allows the animations and weapon to be used with other models. For the modders if for no one else.
 
This one already exist:

"Allow comparing the same variable from two different scopes (E.G., var1 in ROOT, and var1 in FROM)"

What exactly is the syntax?

Also how to do this? :

Moved to implemented:
...
Allow effects/conditions to use variables instead of only pure numbers (E.G:, wealth = var)
 
Don't understand this one:

"The "potential" section for buildings should allow things like NOT and OR"

Why wouldn't these work?
IIRC those simply didn't work in the potential section of buildings.
Must've been fixed at some point; I'll take it off the list.
 
Added "Add a sea province effect that prevents it being entered unless one's tech level is high enough".
I'm not sure how the county bit would work.

You might as well add the same thing to land provinces too. Like the owner and people around them can't leave or enter until a certain tech level. Possibly also a version where you can't leave the province in a certain direction, so for example you enter province B from province A but can't enter province C until your tech is high enough but you can return to province A and vice versa for province C from D.