• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Allow applying tech modifiers for point generation or tech spread to religions or all subjects of a defined title.

EX: Giving unreformed pagans -20% tech point generation.

EX: Byzantine and Persian empires and their subjects get +10% tech spread rate.
 
Allow applying tech modifiers for point generation or tech spread to religions or all subjects of a defined title.

EX: Giving unreformed pagans -20% tech point generation.

EX: Byzantine and Persian empires and their subjects get +10% tech spread rate.

Keep in mind that unreformed pagans do already get a hefty tech malus from their warrior buildings
 
Keep in mind that unreformed pagans do already get a hefty tech malus from their warrior buildings
What buildings are these? I'm not remembering anything like this.

It was mostly just an example of a possible use. Certain religions could be given tech bonuses too, as an alternative to the straight learning bonus the game currently uses.
 
What buildings are these? I'm not remembering anything like this.

It was mostly just an example of a possible use. Certain religions could be given tech bonuses too, as an alternative to the straight learning bonus the game currently uses.

If it's implemented I hope it includes cultures too.
 
Allow descriptions for cultures in localization, using <culture>_desc tags.
 
A blank diplomatic action that is disabled in the normal game but can be enabled in defines.lua and as on_actions that go with it so we can use it to do our own diplo actions.
 
With the recent expansions to the variables mechanics to titles, I wonder if it would be possible to add variables to provinces. This could allow modders to implement a population mechanic by the backdoor - with a fair amount of effort, sure, but if it's not too difficult to implement then it could be a fascinating project.

I suppose it would be possible to do it by barony or something at the moment, but provinces seems neater...
 
Implement a character version of the cultural modifiers in static_modifiers. The current ones apply to province, but if I want to apply modifiers to characters on a cultural basis I need either a trait or a normal modifier and events to change them each time a character is born or flip cultures.

Edit: dynasty level flags for scripting are on the list. dynaty variables should be added too
 
Last edited:
As far as I know, no, it will not, the decision to change a tribal holding to a castle or city uses a special effect that turns the holding into another holding type, I think these effects only work for tribal->castle and tribal->city conversion.

So according to Johan, the effect to change a tribal holding to a castle or city is a unique effect of the appropriate decisions. I know I'm not the only modder who would like this to be more open and allow a castle->tribal effect, city->temple effect, etc.

Pretty please Captain Gars! :wub:
 
Ok I'm writing this in advance of the release but obviously these might get dealt with before next week. I hope Captain Gars sees this and implements it if Johan decides he doesn't want to bother.

1. Johan says that he disabled the use piety as a building cost and using multiple costs for buildings (Piety + Prestige or Prestige + Money). His reasons are that pitey doesn't fit the setting and that having more than one doesn't look good on the building screen but obviously these aren't very good reasons for them not to be modable.

2. Johan says that Elective-Gavelkind has a strong male bias built into this. Because it's mandatory for trials this makes gender neutral mods very limited and unable to properly use Elective-Gavelkind. So there needs to be a way to mod the preference to be both neutral and female preferred. I suggest that this should be applied to regular Elective and Tanistry.
 
Ok I'm writing this in advance of the release but obviously these might get dealt with before next week. I hope Captain Gars sees this and implements it if Johan decides he doesn't want to bother.

1. Johan says that he disabled the use piety as a building cost and using multiple costs for buildings (Piety + Prestige or Prestige + Money). His reasons are that pitey doesn't fit the setting and that having more than one doesn't look good on the building screen but obviously these aren't very good reasons for them not to be modable.

2. Johan says that Elective-Gavelkind has a strong male bias built into this. Because it's mandatory for trials this makes gender neutral mods very limited and unable to properly use Elective-Gavelkind. So there needs to be a way to mod the preference to be both neutral and female preferred. I suggest that this should be applied to regular Elective and Tanistry.

Taking my questions here are we?
 
I would like to see multiple costs for buildings. It reminds me of another game I once played, but I can't remember the name at the moment.
We will be able to do it through multiple building tiers (one costs gold with no build time, one costs prestige, only the second one gives benefits), it will just be a bit clunky.
 
We will be able to do it through multiple building tiers (one costs gold with no build time, one costs prestige, only the second one gives benefits), it will just be a bit clunky.

Can't one of the costs be specified in the trigger, and then substracted from the character via a hide_window event? I might be useful for the AI, if the AI take other things in consideration than the flat weights
 
I would like the ability to declare that a mod has a dependency on particular base game versions, It would need to be done in way that allowed you to specify all 2.1.x version (or 2.2.x or 2.3.x etc.) without having to individually list them.
 
Customizable stable regions, separate from the de jure maps. Currently, if we want to limit an event to the geographic region of, say, India, we need to use the de jure maps to limit to land within the de jure Indian duchies, kingdoms or empires. De jure drift has presented an issue for this in the past, but it would at least usually be nearby titles that land would be drifting between. However, with the new kingdom creation feature, we could end up with titles in the correct area, but outside of any of the de jure titles we can realistically code for. (Short of specifying each county individually in the events.)

Having a system where we can designate land as being in India, or Iberia, or the Middle-East, or central Europe, and use that for triggers, or as input into something like capital_scope would go a long way. At least, I think so.

Edit:
Being able to have it so we could use it to send everyone in a region an event would be great, as would being able to use it to limit the potential for events to trigger to people within a certain region.