• 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.
My religious suggestions:
  • Add religion effect "pentarchy = yes/no", associated with "autocephaly = yes/no". If explicitly set one of these parameters - (de)activated pentarchy and autocephaly, but only autocephaly activated, if set "pentarchy = no autocephaly = yes" and vice versa only pentarchy, if set "pentarchy = yes autocephaly = no". Required for religions subordinate nobility, such as the Insular Christianity.
  • Allow specify provinces are pentarchy like holy sites (pentarchy = <religion/religion_group>) to replace hardcoded pentarchy provinces.
  • Add religion effect "title_autocephaly = <localisation_key>", to specify title of by the head of the Autocephalous Church
  • Add religion effect "cult = <other religion same group>". Required for in religious cults, such as catholical and buddhistic monastic orders
    • Cults cannot attacked or conversion the parent religion and vice versa
    • Cult inherit all not replaced parameters from parent religion, including religion head
    • Religious liege of cult head - head of parent religion, that is heads of catholical cults can pay tax to the Pope
    • Parent religion and all cults always can intermarry and inherit theocratic titles (except religion heads) from each other
    • Add religion effect "can_lead_parent_religion = yes/no" (default: no) allowing cult member inherit parent religion head and elector titles

pentarchy = somerigion can already be set on landed titles IIRC
 
  • 1
Reactions:
pentarchy = somerigion can already be set on landed titles IIRC

Unfortunately, this flag adds new pentarchy, but not replace old. Apparently, holy places also considered pentarchy, even without a flag. As a result, I got more than ten to one religion pentarchy. I think, "pentarchy = <religion>" should have priority over "pentarchy = yes", and only holy site with a parameter "pentarchy = yes" should considered pentarchy. Should i add it to suggestions page?
 
Unfortunately, this flag adds new pentarchy, but not replace old. Apparently, holy places also considered pentarchy, even without a flag. As a result, I got more than ten to one religion pentarchy. I think, "pentarchy = <religion>" should have priority over "pentarchy = yes", and only holy site with a parameter "pentarchy = yes" should considered pentarchy. Should i add it to suggestions page?

Sure.

Another one that I just thoight of: since we can use immortal_age in create_character, it would be real nice to have set_immortal_age as a (character scope) effect. It would allow to change the portrait of immortal characters at will between old/middleaged/young.
 
While working on some stuff today, I't be really great if there was a modifier for buildings that reduced hostile movement speed.
 
@Divine

Could you take a look at these issues (link). The biggest issue is the spacing between the portraits in the dynasty/realm tree is not mod-able.
If you could pm me the relevant pictures and .gfx files I could try to take a closer look at it. The old gui-system is however hard-coded in nasty ways in some places but I'll try to see what is possible from the current situation.
 
Suggestions for decisions and traits:
  • Add custom trait flag, similar "is_epidemic", etc for creating custom trait groups ("is_trait_flag = <flag_name>" for traits and "has_trait_flag = <flag_name>" for conditions).
  • Add block "is_offer = { event=<triggered_only event> [character=<character> hint=<yes/no>] }" for target, title and settlement decisions allow block, to specify the need for agreement to offer, similar some vanilla decisions (convert religion demand, invite to court etc) and flags "is_agree=<yes/no>" for options in event, specified in is_offer block, wherein "yes" is agree, and "no" is deny opition. Event will be send to decision target (default) or character, specified in is_offer block. If "hint=<yes/no>" set on "yes" (default: no), in the decision window will be show hint of the chance agreement, based custom tooltips of ai_will_do blocks of event options.
 
Some further suggestions for optimisations in total conversions:

-Add a "mandatory" flag for traits. If set to yes, when a character is spawn either by the engine or by script, and the potential of said trait evaluate to true for that character, then the character will get the trait. This would remove the need ot periodical maintenance events to add traits for new characters.
-Add a evaluate_government_potential = x switch to defines. If set to 1, governments are set to the current behaviour; if set to 0, the potential is ignored and governments, like culture and religion, can only be assigned via script; if set to 2, the potential is used to seed governments at game start but otherwise behave like religions, only changing by script and ignorng potential after game start.
 
  • 1
  • 1
Reactions:
Suggestion for localisation:

- Allow GOD_NAME_culture as a localisation type, to allow for cultural variations upon unreformed pagan gods, without requiring a new religion for each
E.g.
GOD_THOR_saxon;Thunor;Thunor;Thunor;;Thunor;;;;;;;;;x
GOD_THOR_norse;Thor;Thor;Thor;;Thor;;;;;;;;;x
GOD_THOR_old_saxon;Thunaer;Thunaer;Thunaer;;Thunaer;;;;;;;;;x
GOD_THOR_german;Donar;Donar;Donar;;Donar;;;;;;;;;x
 
  • 4
Reactions:
I still can't find any way to run maintenance checks quickly enough for freshly generated characters.

Events with MTTH of one day are laggy, and not actually ran every day.
Tried using traits to track the generated characters, but some of them don't get random traits.
Can't use character flags because, again, those characters pop out of nowhere.
Constant any_character checks are way too slow.
...

Could you add an on_action for generated characters, something like on_generation?
 
Last edited:
  • 3
Reactions:
If you could pm me the relevant pictures and .gfx files I could try to take a closer look at it. The old gui-system is however hard-coded in nasty ways in some places but I'll try to see what is possible from the current situation.

Add in variations on the free_revoke rule so it can be added in laws and stuff. Like how the Ducal revocation works.

So:
free_revoke_barony
free_revoke_county
free_revoke_kingdom

As well as prices, for the revocation:

free_revoke_barony_temple_piety
free_revoke_county_castle_prestige
free_revoke_kingdom_prestige_piety

Etc etc.

Can this be done @Divine
 
@Divine,

I thought of a simpler type of revoke system:

(No would allow for both, yes would specify viceroyalty and require a second entry defining cost)

free_revoke_barony = {viceroyalty = yes/no}
free_revoke_county = {viceroyalty = yes/no}
free_revoke_duchy = {viceroyalty = yes/no}
free_revoke_kingdom = {viceroyalty = yes/no}

And for specifying cost:

revoke_cost_barony = {holder opinion, general opinion, piety, prestige, gold, viceroyalty = yes/no}
revoke_cost_county = {holder opinion, general opinion, piety, prestige, gold, viceroyalty = yes/no}
revoke_cost_duchy = {holder opinion, general opinion, piety, prestige, gold, viceroyalty = yes/no}
revoke_cost_kingdom = {holder opinion, general opinion, piety, prestige, gold, viceroyalty = yes/no}

So, examples could include:

Imperial Rome:
revoke_cost_barony = {-50, 0, -10, -50, 1, viceroyalty = no}
revoke_cost_county = {-50, -1, -10, -100, 10, viceroyalty = no}
revoke_cost_duchy = {-80, -10, -20, -100, 50, viceroyalty = no}
revoke_cost_kingdom = {-100, -20, -40, -200, 100, viceroyalty = yes} {-200, -40, -100, -300, 200, viceroyalty = no}
 
Please allow culture specific title names to override the religion-specific ones

for example:
job_steward_orthodox_romanian for a specific orthodox vlach title, instead of the generic orthodox one

Also, UTF8 for landed_title files and localisation files would be highly appreciated
 
Troops control

  • Add ability to change amount of troops in unit by absolute value i.e
    Code:
    troops = -100
  • Add condition to check absolute amount of troops in unit
    Code:
     { more_troops_than = 100 }
 
Last edited:
Troops control

  • Add ability to change amount of troops in unit by absolute value i.e
    Code:
    troops = -100
  • Add condition to check amount of troops in unit
    Code:
     { more_troops_than = 100 }
That one should be on the Wiki already @Arsakes
 
What do you mean by that? @Zarathustra_the Which wiki? You meant ckiiwiki.com? This command is documented however example is given only for relative amount of troops.

Is it already in the game?

Also I noticed vanille uses trigger like this:
2.6.2
Code:
troops = {
  who  = troops
  value = 9
  enemy = yes
}
Is it a bug or it really checks if there are 9 of people ?
Anybody checked it?