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Thanks a lot, Jursamaj. I managed to do it.

Here's the result:
 

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@Divine as per instructed, please increase stacking = yes functionality too all modifiers.
 
I'm unsure if these goes here or in Gars' thread, but I would like to request information on what logic the CB commands like "subjugate_or_take_under_title" use. Like what is the difference between that one and "vassalize_or_take_under_title", for example.Wiki is silent.
It's a bit difficult to cover all scenarios of the conditions but what subjugate_or_take_under_title tries to do in addition to vassalize_or_take_under_title is that it tries to keep the original vassals under the conquered target if the conquered target becomes a vassal under the one that subjugated her/him. I hope that at least gives some insight in the difference.
 
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Could we get an on_action trigger like on_character_arrives_in_court or something similar? So that we could make events fire for rulers when a courtier arrives, and maybe even when the player arrives in court as a councillor.

I'd use it to reduce the amount of courtiers by killing randomly spawned courtiers as they arrive in court, but I think it would have other uses as well (for narrative event purposes etc.)
 
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Could we get an on_action trigger like on_character_arrives_in_court or something similar? So that we could make events fire for rulers when a courtier arrives, and maybe even when the player arrives in court as a councillor.

I'd use it to reduce the amount of courtiers by killing randomly spawned courtiers as they arrive in court, but I think it would have other uses as well (for narrative event purposes etc.)
Yeah, it would also be useful for e.g. asigning race traits or similar to auto-spawned courtier, without having to run maintenance events that scan all characters.

BTW a define to disable auto-spawning of courtiers might also prove useful for some.
 
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I posted about this in the main suggestions for CK2 area but decided I'd just throw it in here real quick as well since it seems like no one really plays attention to that specific area. Plus it would have more effect on the modding community in general. In EU4 they recently put in an option where you can click on a button and get a window showing you all your modifiers currently active for your country. With how trait clustering causes issues with some mods could something like this be put in for traits? Just an idea.
 
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Two things:

  • If it isn't mentioned already make so if you grant titles to vassals, the gender laws (if applicable) defaults to the gender laws of the de jure / de facto liege (If I'm hold an empire tier title and have no kingdom tier titles, it defaults to the empire tier's gender laws. If I do hold the de jure kingdom tier title of the title in question however, it should default to the the kingdom tier's gender law). The reason I'm asking is because every time I grant a duchy title to a direct vassal under a de jure kingdom that has Cognatic as its gender law, the duchy' gender law defaults to Agnatic instead of matching its de jure liege's Cognatic.
  • Fix both Enatic and Enatic-Cognatic so that you can't grant landed titles to unlanded male characters. I'm tired of seeing king consorts, princes, and other husbands / sons of female rulers of realms having either Enatic or Enatic-Cognatic succession being granted landed titles instead of daughters, sisters, and other female relatives of queens / duchesses / countesses. Also make so that realms having either Enatic or Enatic-Cognatic suffer penalties for having either unlanded daughters, unmarried sons, male rulers, or male heirs.
 
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Two things:

  • If it isn't mentioned already make so if you grant titles to vassals, the gender laws (if applicable) defaults to the gender laws of the de jure / de facto liege (If I'm hold an empire tier title and have no kingdom tier titles, it defaults to the empire tier's gender laws. If I do hold the de jure kingdom tier title of the title in question however, it should default to the the kingdom tier's gender law). The reason I'm asking is because every time I grant a duchy title to a direct vassal under a de jure kingdom that has Cognatic as its gender law, the duchy' gender law defaults to Agnatic instead of matching its de jure liege's Cognatic.
  • Fix both Enatic and Enatic-Cognatic so that you can't grant landed titles to unlanded male characters. I'm tired of seeing king consorts, princes, and other husbands / sons of female rulers of realms having either Enatic or Enatic-Cognatic succession being granted landed titles instead of daughters, sisters, and other female relatives of queens / duchesses / countesses. Also make so that realms having either Enatic or Enatic-Cognatic suffer penalties for having either unlanded daughters, unmarried sons, male rulers, or male heirs.

The first one can basically be already done using on_new_holder on_action events.
 
It would be great if we could get an option for a law that when passed, the ruler can't ignore the council's votes (as it happens now during regency). Also, a way to modify the tyranny opinion malus from ignoring the council vote and a separate penalty for ignoring the vote for councilors only would be great. Thanks!

EDIT: Instead of the councilor only opinion penalty I suggested, a on_action/trigger for ignoring the council vote would be even better :)
 
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I just found out that Enforce Realm Peace can't be disabled without making a law that disables it. Would it be possible to get a define to easily get rid of it?
What would the point in that be? It is not even remotely difficult to just append the disabling of the realm peace law onto an existing law or even more easily just changing the law that decides whether it is on or off to switch it off regardless of which option it is on.
 
What would the point in that be? It is not even remotely difficult to just append the disabling of the realm peace law onto an existing law or even more easily just changing the law that decides whether it is on or off to switch it off regardless of which option it is on.
It would be more convenient, but I see your point.
 
@Divine while your messing around with modifiers, would you looking into making it possible to use a command_modifier block inside a Character Modifier? I can think of a lot of cases where it would be better than having to jig around with traits and removing traits just to apply a temporary effect to boost combat.
 
Any chance of being able to change dejure title capitals through title history (not event)?
 
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@Divine while your messing around with modifiers, would you looking into making it possible to use a command_modifier block inside a Character Modifier? I can think of a lot of cases where it would be better than having to jig around with traits and removing traits just to apply a temporary effect to boost combat.

Any chance we can now get this now that we have proper character stacking modifiers, is about the last thing needed for buffing :)
 
Any chance we can now get this now that we have proper character stacking modifiers, is about the last thing needed for buffing :)

No such effect exists at the moment, made a note on my todo list about it. I did have a quick check on the combat modifiers for character modifiers also. My primary concern is the performance concern by having to check for more things when we update the modifiers so I can't really promise anything.

@Divine, would adding some of the effects that you use in command_modifier blocks as normal modifier effects be a smaller performance hit? Things like army_speed, damage, morale damage and defense for instance? Or would being able to apply a command_modifier on its own be a more efficient way of doing so ? So actually let us define a command_modifier, and then apply it using the apply_character_modifier command? If you could make it more or less simply read the code in place that lets traits bestow a command_modifier wouldn't that not add any extra overhead?
 
Any chance of being able to change dejure title capitals through title history (not event)?

@Divine also, just asking the question here in addition to the above, is there any way we could have the ability to change/create/remove regions via event?
 
@Divine also, just asking the question here in addition to the above, is there any way we could have the ability to change/create/remove regions via event?
If you are referring to the scripted regions in "map/geographical_region.txt" then they're currently not modifiable after game start. I don't see any direct obstacles for that addition though.
 
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