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Add the ability for players that are also religious heads to excommunicate. You can't do this as well as other things because of "You cannot interact with self." flag. Makes religions with secular leaders very limited. Correct me if there's away around this.
 
Very small request:

"num_of_wards" as a trigger condition.

Right now you can tell if a character has a ward, but not how many (not without some convoluted scripting), and thus it's difficult to tell whether they can accept another ward or not.
 
I'd like to suggest the full disentanglement and moddability of conditions on hiring mercenaries and holy orders. For example, make the restriction that a vassalised mercenary or HO can only be hires by its liege scripted and this modifiable, so that, e.g. A templar order under the kingdom of jerusalem can also be hired by jerusalem's vassals.
 
Add the ability for players that are also religious heads to excommunicate. You can't do this as well as other things because of "You cannot interact with self." flag. Makes religions with secular leaders very limited. Correct me if there's away around this.

Could you do this now via a minor title? Give the minor title to the one you want to excommunicate and have the minor title trigger the effects?
 
Very small request:

"num_of_wards" as a trigger condition.

Right now you can tell if a character has a ward, but not how many (not without some convoluted scripting), and thus it's difficult to tell whether they can accept another ward or not.

Or just allow "count" to work inside any_ward.
 
You could likely achieve that with a decision, and for those outside your realm, that can be done using plots!
 
Another suggestion:

Currently it's impossible to have a plot which isn't treated exactly the same as, say, a murder plot when it's discovered. Your liege will potentially arrest you, regardless of whether the plot affects him or is even potentially to his benefit.

What would be great is having an on_discovery effect for plots which establishes what kind of opinion modifier is applied when the plot is revealed (and could also allow for other options, like spawning an event).

Another great thing would be giving plots the same allow_join that factions have. Currently whether someone will join a plot is determined by whether or not they fit the evaluation set by the intrigue_plot/murder_plot/etc setting... but there's no way to narrow it down more than that.
 
The local build cost modifier does not work in the building scope, ideally it would decrease the costs of upgrades in the holding alone. Alternatively, make it affect the whole province and give us an alternative building modifier that does reduce the building costs for the holding itself only.

Should I report this as a bug, or just leave it here? It is just a lack of modding support for this modifier.
 
The latest DD for Charlemagne reminded me of something. I don't know how possible it is, but can you implement some way for laws to change how fast de jure drift happens? A way to symbolize that some kingdoms might have much looser borders which are rather fluid, without that affecting the ability of the ruler to raise levies.
 
an else block in if statements
Not going to happen. See most of the posts in this thread from #1157 to #1259 for the argument.

Please, let's not start this up again.
 
A way to prevent building techpoints from going to their liege if the building's holder is above baron rank. In CotC, kings and emperors shouldn't get the techpoints from all their scientific settlement vassals that are counts or dukes.
 
Not going to happen. See most of the posts in this thread from #1157 to #1259 for the argument.

Please, let's not start this up again.

If you were listening, you would know that the only thing which is specifically prohibited in PDX syntax is sequentially ordered blocks acting on each other, not nested ones. That's why blocks like IF have a LIMIT nested inside them rather than appearing before or after (as well as a thousand other examples).

It's perfectly possible that any kind of ELSE block wouldn't work, but there's been nothing which specifically says that it isn't. Captain Gars was answering a question about specifically sequentially ordered IF ELSE blocks, not nested ones, and he specifically mentioned the problems of sequentialism in his answer. There may be a reason why any else type behavior wouldn't work, even nested ELSE blocks, but it hasn't been told to us.

And, of course, there might be a whole host of reasons why it won't be done, like just it not being neccesary. But I was never saying it would be done, just that it wasn't impossible.
 
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Is there an on_action for newly created characters (not born)? If so I'd love to have something like this. Maybe "on_character_created". I don't mean being born but whenever "new_character = {...}" is called from somewhere in a mod.
 
Is there an on_action for newly created characters (not born)? If so I'd love to have something like this. Maybe "on_character_created". I don't mean being born but whenever "new_character = {...}" is called from somewhere in a mod.

Can't we simply call the event that would be fired on_action from the same event in which the new character is created? What would be the difference?
 
Can't we simply call the event that would be fired on_action from the same event in which the new character is created? What would be the difference?

Currently you need to call the event from every instance of new_character. And I am not too sure about the engine's people spawning: A newly appointed ruler gets 7 guys and a girl for his court. I'd love to have a way to react to all of those at once.