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all options would please modders I presume:

tribal -> castle already exist.
tribal -> city already exist.

it lack:
tribal -> temple
castle -> tribal
castle -> city
castle -> temple
city -> tribal
city -> castle
city -> temple
temple -> tribal
temple -> castle
temple -> city

Or just make a command that sets the type of a barony to whatever you want: castle/city/temple/tribal

Well given the way the decisions are set up currently, I'd assume that convert_to_feudal & convert_to_republic would work on holding types other than tribal. However, I haven't tried it yet so I can't say for sure.
 
Here's a suggestion for improving the EUIV converter: character and province flags that get imported to the converted game and added to the respective countries and provinces in EUIV (so the ruler's character flags get imported as country flags). Importing every flag would likely not be a good idea tough, so to only target the flags modders want to import, I'm guessing said flags should start with "euiv_(...)".
 
Before CM, the game could tolerate characters with wrong holdings at character selection-- that is, you could have a character control three feudal counties and one city county, and as long as the capital was defined as anything but the city, the game would recognize that the realm was feudal and just had one wrong holding type in it, and would let you play as that character as a feudal lord. After CM came out, the game would notice that city holding, spot no patrician vassals and conclude that the realm was a non-merchant republic and would render it unplayable at game start.

If whatever mechanism is involved in that process could be reverted to pre-2.2.0, that would help save a lot of work. I know I gave some characters wrong holding types in the postapoc mod, and now many previously-playable realms are crying that they're theocracies or inland republics.
 
A "cannot_marry" and "cannot_convert_to" modifiers for religion.txt, working on roughly same principle as the "intermarry" option.

This would be for fantasy mods with Orcs, Elves, Demons and such - where it's necessary to stop certain groups from marrying or changing religion for the purposes of immersion and lore correctness.

Like this:
Code:
human_alliance= {

blah
blah
blah

cannot_marry = orc_horde

cannot_convert_to = orc_horde

	}

I also repeat my request for "can_recieve_missionaries" for religion.txt
 
Well given the way the decisions are set up currently, I'd assume that convert_to_feudal & convert_to_republic would work on holding types other than tribal. However, I haven't tried it yet so I can't say for sure.

I have tested it, can confirm it worked as a merchant republic to convert a castle to a city. We only need convert_to_tribal and convert_to_temple commands and associated conditions for building conversion to have complete control over holding conversion. That and a destroy_holding command would complete my wishlist.
 
I have tested it, can confirm it worked as a merchant republic to convert a castle to a city. We only need convert_to_tribal and convert_to_temple commands and associated conditions for building conversion to have complete control over holding conversion. That and a destroy_holding command would complete my wishlist.

Cool! Yeah, convert_to_tribal, convert_to_temple, and destroy_holding commands would absolutely make my day.
 
Separate out the graphical culture and secondary graphical culture into its own file, and make it so they can't alter the checksum. That way, standalone graphics mods don't break ironman.
 
I saw the law has two different commands in the file. Have you tested using just the pre-CM command (current law has both activated) to see if it works as it used to?
The old 'duchy_revokation' command only works if you don't have Charlemagne (Which makes little sense). What other commands are you referring to?
 
Two suggestions for bastardly.

- Export to defines rules regarding impregnation of lovers by in-game mechanic, those that are not handled by events. Regardless of this, events still allow for use of either "impregnate" and "impregnate_cuckoo" as before.
1 # If set to 1, usage of "impregnate_cuckoo" between lovers is allowed outside of events, if set to 0, its disabled, and "impregnate" is used.
1 # If set to 1, unmarried women with only one lover have always "impregnate" used on them by their lover, so father of their children known and gets option to legitimise, regardless of the switch one line higher.

- Export to defines a 1 or 0 switch, that determines if non-legitimised bastards change dynasty upon having children (default), or keep it as in earlier versions of game.

Suggestion one helps solve problem of rulers getting kids they cannot legitimise despite wanting to.
Suggestion two makes acknowledged bastards actually useful outside of marrying bastards off for alliance, since acknowledged bastards can continue dynasty, even if cannot inherit.
 
I have just discovered that we could really, really use an "any_heir" scope that selects all characters who are heirs to one of your titles.

Wouldn't any_demesne_title = { current_heir = { be equivalent to this?

Another thing that would be good to have is a way to cancel pregancies, which would be useful for abortions, miscarriages and other things.
 
Wouldn't any_demesne_title = { current_heir = { be equivalent to this?

Nope. I want an event that will do something once to each character who's an heir to at least one of ROOT's titles. any_demesne_title = { current_heir = { will select characters who are heirs to multiple titles multiple times.

So long as we're at it, plain old any_character and random_character scopes would also be vastly appreciated. You don't need to actually use them for anything (especially given how CPU-intensive using them would be) but they'd do wonders for situations when the scope you need simply doesn't exist. There's no way to approximate this - you'd think any_independent_ruler = { any_realm_character would work, but even that is screwed up by rebellions.
 
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Nope. I want an event that will do something once to each character who's an heir to at least one of ROOT's titles. any_demesne_title = { current_heir = { will select characters who are heirs to multiple titles multiple times.

So long as we're at it, plain old any_character and random_character scopes would also be vastly appreciated. You don't need to actually use them for anything (especially given how CPU-intensive using them would be) but they'd do wonders for situations when the scope you need simply doesn't exist.

Wouldn't that be synonymous to
Code:
any_independent_ruler = {
   any_realm_character = {
   }
}
 
Wouldn't that be synonymous to
Code:
any_independent_ruler = {
   any_realm_character = {
   }
}

As I sneakily edited in while you were posting that, that gets screwed up by rebellions - revolting rulers aren't considered independent, but they're also not considered to be part of the same realm.
 
As far as I have tested, I can add entries of historical CoA (with random = no) only in the christian entry of the CoA interface file. It means, I have to change each dynasty codes and that interface file when a patch or DLC added new dynasty_shield.tga or random CoA pattern. (Please correct me if I am wrong, it would be possible that I have just failed to count the order or the amount of these tga files)
Entries with random = no in other regions don't seem to work.

It would be great if we can add historical CoAs for non-christian religions more easily.
 
I have a suggestion for two specific inheritance laws that would be useful for modding. I'm adding them here because there is no chance we're ever going to get moddable successions so please add it to the list as individual suggestions or give it its own category.

1. Primogeniture that ignores children
2. Ultimogeniture that ignores children
3. Random succession law (selects one of any of the succession laws upon succession)
4. Semi-salic (uncles inherit before daughters)
5. X years elective (every X years you lose your titles to your heir)
6. Religious head elective (your religious head picks)
7. Subordinate ruler elective (Another ruler picks)
8. Ruler elective (all other rulers of your religion or culture pick)
9. Electorate (a couple of rulers in your nation choose, pick those rulers through honorary title)
10. Dynastic ruler elective (All top rulers of your dynasty vote for the next ruler)
11. Dynastic elective (your dynasty chooses who will be elected)
12. Martial/Diplomatic/etc rule (The landed character with the most martial/diplomacy/etc becomes heir)
13. Spiritual rule (landed character with the most piety becomes heir)
14. Popular rule (landed character with the most prestige becomes heir)
15. Popular dynastic rule (landed character with the most prestigious dynasty becomes heir, the character with the most prestige among that dynasty becomes heir)
16. Council elective (only your councilors have a vote)
17. Rule by wealth (richest landed character becomes heir)
18. Open turkish succession (character with the most land wins)
19. Ultimogeniture Gavelkind (normal gavelkind but backwards)
20. Mediangeniture (middle child inherits with an older preference)
21. No inheritance (randomly generate character inherits)

Some of these might be less realistic than others but most of them are simple reworkings of current succession laws that I believe are completely viable.
 
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