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Will if it is not a bug I would like to request it as a feature, I want to be able to increase my retinue cap by giving traits to characters :D
 
The ability to build tribal baronies like this :
Code:
build_holding = {
   type = tribal
}
I don't know if it is possible since they were designed to be capitals but I'm currently making a mod where new communities emerge in random provinces and tribal baronies would be perfect for it! :D

you can sort of do this via a work around. Create the holding as a castle and then use the convert_to_tribal command. Making build_holding tahe tribal as a valid type would be nice, though
 
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It would be a good idea to add another pre-trigger named racial_trait = -something- as this would wastly improve the CPU of some of the world conversion mods out there. As there are many races which needs their own flavor events and considering how CPU heavy events already are so would this be very beneficial!
 
It would be a good idea to add another pre-trigger named racial_trait = -something- as this would wastly improve the CPU of some of the world conversion mods out there. As there are many races which needs their own flavor events and considering how CPU heavy events already are so would this be very beneficial!
I think a better way of doing this is instead of a racial trait just allow culture to be a fast trigger, as many mods have culture specific events but less use culture traits
 
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Could you make religious names so that they work for every religion on it own and not only for religious groups? Especially for Pagans it's annoying... some of the names (Alexander for exemple) should work for Hellenic Pagans but not for Slavic Pagans for exemple.
 
I've noticed that neither global_flags neither "variables" are shown using the char_info debug command it will be useful to see their values there (could be improper if the variable is set for the title that a character holds but it is a debug tool so it is not important that will be "improper") or if preferred implementing a specific console command.

It will be really useful during the modding debug phase, what do you think?
 
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I agree with their being a console command to show global flags (eg: show_global_flags which then prints all global flags in the console) and variables to be shown on charinfo
 
There would be too many global flags to display them in a tooltip (721 occurrences of set_global_flag effect - though not all apply to a given playthrough), so logging might be more suitable.
Also, if I remember well, flags never appear in event/decision dynamic tooltips (probably because they are "technicalities" and not localized), which makes debugging harder.
At least variables do appear, even if the displayed value in effect tooltips is obviously wrong before the effect is actually executed.
 
De facto liege is just their current liege, so just liege = { should work surely
The liege's primary title isn't necessarily the vassal's de facto liege title.
E.G., if you hold k_norway and k_denmark, with k_norway as primary, some titles may still be under k_denmark.
 
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Added:
* More modifiers able to be used for retinues, such as a specific culture separate from that of the capital, and both maintenance and retinue cap cost.
* Allow for modifiers to change specific unit stats. By this is meant being able to change - for example - skirmish offensive in absolute values, rather than only all offensive stats by a percentage.

Searched for retinues to check whether it was already on the list, but it was neither in rejected nor the suggestion lists.
 
The ability to build tribal baronies like this :
Code:
build_holding = {
   type = tribal
}
Someone deleted this suggestion from the wiki?

you can sort of do this via a work around. Create the holding as a castle and then use the convert_to_tribal command. Making build_holding tahe tribal as a valid type would be nice, though
I tried this work around but it messes with the holding name. Let's say I build the city of Paris and then convert it to a tribal holding, it will be called Tribe of the City of Paris. When it gets converted back to a city or castle by the vanilla decision, the name stays Tribe of the City of Paris.

Also another suggestion:
Add a condition that checks if a holding is being built in a province. Something like this:
Code:
province_scope = {
   limit = {
      holding_being_built = no
   }
}
This would be useful when you are building a holding and an event with the command build_holding triggers. In such a case, the holding from the event will override the one being built. This situation happens in the vanilla game with the catholic holy orders events. The suggested condition could prevent this issue.

Should I add it to the list?
 
Someone deleted this suggestion from the wiki?
ziji removed it with this justification: "Removed 'build_holding = { type = tribal }': All game mechanics related to tribal holding require them to be the province capital. A province can not lack a capital holding. Ergo, event-building a tribal holding makes no sense. Use convert_to_tribal = yes"

Which sounds entirely reasonable to me. If tribal holdings simply don't work properly when they're not the capital, there's absolutely no reason the game should let you add them arbitrarily.
 
ziji removed it with this justification: "Removed 'build_holding = { type = tribal }': All game mechanics related to tribal holding require them to be the province capital. A province can not lack a capital holding. Ergo, event-building a tribal holding makes no sense. Use convert_to_tribal = yes"

Which sounds entirely reasonable to me. If tribal holdings simply don't work properly when they're not the capital, there's absolutely no reason the game should let you add them arbitrarily.
But do they not work properly if they're not the capital? I mean, it should be easy enough to test by making a temple the capital.
 
All game mechanics related to tribal holding require them to be the province capital. A province can not lack a capital holding. Ergo, event-building a tribal holding makes no sense. Use convert_to_tribal = yes"
So building a tribal barony makes no sense but converting a barony into a tribe makes sense :confused:? Like I said in my previous post, convert_to_tribal = yes messes with the name of the holding. Also, in the vanilla game it is possible to have a non-capital tribal holding by making a temple the capital.