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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.
There are a lot of unfortunate hardcoded aspects of the AI if you try to run non-agnatic realms. Same thing with general game mechanics too. I've been constantly frustrated by unlanded son prestige loss myself.
 
One suggestion that keeps coming back to mind is some sort of "can_be_appointed_<council_job>" scripting condition, so that things that depend on a character's potential to be a councillor for their current liege/host (such as events and plots dealing with ambitions/scheming for jobs or anything related to military command) don't each have to individually replicate the job_titles.txt conditions in their allow/trigger blocks. Would this be possible?
 
I'd like to request a "can_build = no" for barony level holdings in landed_titles.txt. Basically, something that allows us to define baronies, but make them only creatable via event.
 
Just make the allow block "always = no", then it can be built through event.
Does that work with baronies? Vanilla doesn't use it with anything lower than duchies, and there it adds a condition to the list of requirements to create the title. I don't know how the game selects which barony title in a county is chosen when a new holding is built (I think I was told it is random), or if it is similar enough that adding that block would keep it from being chosen.
 
Does that work with baronies? Vanilla doesn't use it with anything lower than duchies, and there it adds a condition to the list of requirements to create the title. I don't know how the game selects which barony title in a county is chosen when a new holding is built (I think I was told it is random), or if it is similar enough that adding that block would keep it from being chosen.
Oh, I thought you were just talking about buildings or titles, not holdings.
 
Does that work with baronies? Vanilla doesn't use it with anything lower than duchies, and there it adds a condition to the list of requirements to create the title. I don't know how the game selects which barony title in a county is chosen when a new holding is built (I think I was told it is random), or if it is similar enough that adding that block would keep it from being chosen.

At random? No. They are picked in the order they are listed in landed_titles.
 
This one can be removed now:

"Ability to change the relative frequency of names. (E.G., William might be set to three times as common as Godfrey)"
 
Rplace the formal localisation title by one prefixed default_ and use current localisation keys be changed by event.

An example of what I mean:

change count_irish by default_count_irish; this would be the string chosen by the engine until otherwise specified. And then let us define count_irish_1, count_irish_2, count_irish_3... etc as strings that are come to use by a new event effect set_localisation.

I hope it is no too fuzzy...
 
A suggestion:

add the following rule for the culture define file:
# Chance of male children being named after
- pat_uncle_chance = # one of his paternal uncle
- mat_uncle_chance = # one of his maternal uncle
- pat_gruncl_chance = # one of his paternal great-uncle
- mat_gruncl_chance = # one of his maternal great-uncle

# Chance of female children being named after
- pat_aunt_chance = # one of her paternal aunt
- mat_aunt_chance = # one of her maternal aunt
- pat_graun_chance = # one of her paternal great-aunt
- mat_graun_chance = # one of her maternal great-aunt

This would allow patrimonial dynastic birth names.
 
It would be nice if effects:
Code:
morale = x
troops = x
would work in events ,on character armies, during battles.

Currently only troops = x works in battles, for some strange reason.

As far as I know that vanilla uses those effects only for sieges, however AGOT mod made great use of those in their dragon field of fire event that happen in battle,
futhermore this simple change would really help modders to code some nice battle events (would help my definitely).

Yeah, this for sure.

Also, it would be great to include a max_husbands command to match the max_wives implemented for Muslim polgynists. This would really expand the dynastic possibilities.

EDIT: I missed that suggestion in the first post. Consider me a strong supporter of it.
 
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Yeah, this for sure.

Also, it would be great to include a max_husbands command to match the max_wives implemented for Muslim polgynists. This would really expand the dynastic possibilities.

EDIT: I missed that suggestion in the first post. Consider me a strong supporter of it.
Don't forget official consorts for women. That said, this is already on the list.
 
Don't understand this one:

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

Why wouldn't these work?

Maybe that was supposed to refer to prerequisites, not potential?
 
Maybe this suggestion is wrong here, maybe it's right, just guessing.
I miss a map concealing feature. Not every corner of the world should know of every other corner. This feature was integral part of EU2. It hasn't been in CK1, and it isn't in CK2. It could be dumbed if CK is Europe-centristic, surrounding regions are only marginally represented. Canaries, Nubia, Southern Arabia, Eastern Persia, Turkestan, Sibiria are out of interest. Still then any diplomatic actions (war declarations, marriage proposals, trade agreements, alliance treaties, ...) should not occur between: for example, Iceland and Samland, Canaries and Nubia (especially these should not be on the map, IMO), Italia and Permia.

This matter grows in importance when Guinea, Sahel, Sudan, Ethiopia is included. IMO this is a copletely different scenario, and though it shares the same timeframe, there is no connection to European matters, so it would do much better as a completely different and unconnected scenario. For Europe, India was a myth, consisting of "The 3 Indias / The Kingdom of Prester John", and the Europeans didn't even know to place them in Mongolia/China, India and Ethiopia. I BELIEVE that the people/aristocracy/brahmans/whatever in India didn't know about Northern and Western Europe; maybe they knew that Greece and Rome existed (POINT); the same kind of knowledge as Europe (a handful aristocrats, priests and philosophers) knew that there was at least 1 India and a China somewhere between East and South.

While roaming the CK2 forum I stumbled upon several map mods, that include other parts of the world. Especially I just stumbled over http://forum.paradoxplaza.com/forum/showthread.php?588964-Mod-Umbra-Spherae and http://forum.paradoxplaza.com/forum/showthread.php?789457-Extended-Map, and I found many more mods that expand the standard map. Though IMO they should only be split and implement their own region, this shows an increasing need to cover unknown regions, which would already apply to the vanilla CK2 map.
 
There is something wrong with retinuesize, and retinuesizeperc, when I disabled the retinuesize from technology in defines, my merchant republics were getting 20,000 retinue cap from each trading post. Can you please fix and normalize this :D