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I think it would be a more significant change then you assume.
To do it in such a way that is robust, and doesn't cause errors, would be difficult.

It doesn't matter that the cheat code (lets not kid ourselves, the console is a cheat code box) might break something, because its a cheat and you don't get any guarantees with it.

The fact that it would benefit a fairly limited scope of mod projects, ones already poorly supported by the game engine (races are a nightmare), simply makes it less benefit for the costs involved. I'd much rather Paradox make a fantasy game with Clauswitz* than spend a bunch of effort to implement a handful of functions/features into a game that was never meant to do that.

* Seriously though, you guys should do this. Go talk to Paizo, cause I want to restore Thassilon super bad.
 
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I think it would be a more significant change then you assume.
To do it in such a way that is robust, and doesn't cause errors, would be difficult.

It doesn't matter that the cheat code (lets not kid ourselves, the console is a cheat code box) might break something, because its a cheat and you don't get any guarantees with it.

The fact that it would benefit a fairly limited scope of mod projects, ones already poorly supported by the game engine (races are a nightmare), simply makes it less benefit for the costs involved. I'd much rather Paradox make a fantasy game with Clauswitz* than spend a bunch of effort to implement a handful of functions/features into a game that was never meant to do that.

* Seriously though, you guys should do this. Go talk to Paizo, cause I want to restore Thassilon super bad.
Could it cause errors? yes. But it would be up to the modders in question to insure it doesn't.
 
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It doesn't matter that the cheat code (lets not kid ourselves, the console is a cheat code box) might break something, because its a cheat and you don't get any guarantees with it.

I prefer to think of it as a fix box, you use it to fix things when the game does one of it's wierd ahistorical things. That's diffrent than cheating which is merely about making it easier for yourself.
 
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I'd like to have a command that permits to merge the history two titles similar to copy history but that does not delete the original title history but indeed merge it.

In my mod I have separated the Eastern Roman Empire from the Byzantine Empire (that start with Heraclius as the first holder) and when Byzantium reforms the ERE I expected to use "copy_history" to make appear Constantine I as first Emperor and Heraclius and the other Byzantine Emperors would have resulted as ERE Emperors as if ERE always existed but to my dismay "copy_history" deleted the history of Byzantium leaving me only with the ERE one!

The command format should be similar to "copy_history" so:

Code:
e_ere = {
     # The historical Emperors of Byzantium are now Emperors of ERE, the historical Emperor
     # of ERE will remain
      merge_title_history = e_byzantium
}

Eventual conflicts (that a holder of ERE appears in history as holder of Byzantium too) should be solved showing the character as holder of the two titles.

What do you think?
 
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This is not just a suggestion but more of a question because I don't know if the new changes coming for 2.4 are opening the path up.

Will alliances and warfare become moddable? Currently it imposes significant limitations (including the AGOT mod), with very limited options. Will there be some modding improvements so that more customized (e.g. grandfather-grandson) alliances become possible?
 
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I'd like to have a define for portrait DNA mutation chance (default ~20% per char seems a bit too high).

A command to set and check specific characters in a DNA string (or just the string as a whole) would be great - it could be used in vanilla and/or mods to assign nicknames based on phenotype (ie: "the Black") and could allow modders to restrict certain traits like ugly or fair or nicknames like "the Fat" to characters that have/lack particular features. A check for properties can also be used for the similar purposes.

A copy_dna command for copying of another character's DNA would also be cool, and can be used in vanilla to allow identical twins and in mods where characters should look identical.
 
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I love the moddability of Crusader Kings II, but there's a few things I feel are missing that could really open up for some more advanced stuff.

Firstly, string variables:

Strings are just pieces of text data, but they could be really useful in some cases for more roleplay-type mods.

For example, I'd declare a variable like so:

Code:
Code:
set_variable = { which = "dog_name" value = string:"Vincent" }
The string: flag would denote that the value isn't the name of another variable and is a string value.

You could write out string variables in localisation files with the following key:

Code:
Code:
[dog_name.GetValue]
Which would simply write the value of the variable into that localisation. I think a new event type could be added similar to the 'Name your child' popup, which would have a message, a textbox and options.

To set the variable to the textbox value, we could do:

Code:
Code:
set_variable = { which = "dog_name" value = string:get_from_input }
Or something similar to this, which would set that variable's value to the value of the textbox.

I think it would be nice if for players who own the Customization DLC, that traits could be rename-able per character to allow things like Valyrian Sword renaming for the Game of Thrones mod..

I also believe characters should be rename-able through commands, another example from the Game of Thrones mod being the lack of ability to name your dragons since they don't get birth popups.

I just think that having this would enable a huge new area of modding, I'd really love to see this.

Another, somewhat related suggestion regarding modding.. would be for things like DNA parts to be accessed through the code.

I was thinking of making a mod that would add some pretty detailed events, some of which would 'describe' a character, for example:

"King William is tall, his hair is jet-black and his eyes a piercing blue."

In order for this to work, we'd need to be able to find out the hair colour and eye colour indexes from the character's DNA and build up a localisation string from it. If we could also change the DNA through the code too, similar to changing beard and hair through the Customization DLC, that would also be awesome.

These ideas might be quite complex to implement as I'm unsure of the game's architecture - however I believe things such as these could open up a very wide range of modding capabilities. I'd imagine that these features would require the Customization DLC.

I reposted this from the thread I started in the Game Suggestions section due to some advice I got in that thread.

Thanks!
 
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A condition that calls a set of condition from another event/decision or so on.

Code:
eligible_for = {event = id.500}
or something. Just to save us from having to write the same conditions several times. or using a NOT for making sure that somethign is totally waterproof, that either one of two things will happen.
 
A condition that calls a set of condition from another event/decision or so on.

Code:
eligible_for = {event = id.500}
or something. Just to save us from having to write the same conditions several times. or using a NOT for making sure that somethign is totally waterproof, that either one of two things will happen.

They're adding a file to list pre-defined triggers and effects in the next patch I believe.
 
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They're adding a file to list pre-defined triggers and effects in the next patch I believe.
That's great, I'm going to make a few pan_culture_group conditions right away. Slavic and germanic. Maybee one that is west slavic and central germanic for things that fire in the HRE.
 
The ability to alter the global title creation conditions.

For instance, it might be useful to bar vassals from creating titles higher than their own with higher crown authority levels, or perhaps bar them from creating new titles at all at, say, Absolute Authority (or if they are a Viceroy :( ).

With ROOT as the prospective ruler, and FROM as the title:

Code:
duchy = {
  de_jure_land_controlled = 0.51 # controls at least 51% of the de_jure land (counties) for the title
  is_viceroy = no                              # viceroys cannot make new titles
}
kingdom = {
 ...

Of course, you could flip ROOT and FROM around if you like. Or have a completely different way to reference the two.
This would *vastly* improve our ability to modify the way titles work. It would be a much better solution that modifying every single duke, king, and emperor title in the game.
 
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Oh some simpler way of tailoring localisation to difrent cultures and/or religions. A lot of the WoL and generic event are written very catholic.
 
Oh some simpler way of tailoring localisation to difrent cultures and/or religions. A lot of the WoL and generic event are written very catholic.

You already can have different event descriptions and option names, using a trigher clause to set the conditions for each localisation to be used. In fact many WoL events exhibit this feature (take a loog, e.g. To the hunting dog evets, where different localisations are triggered by different tags depending on a flag denoting the name of the dog).
 
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Yeah I found that just before I read this. Does it work for option description though?
 
Would it be possible to dynamically add flags like "purple_born_heirs = yes" to titles?