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Really simple suggestion: have is_parent_religion and is_reformed_religion work in religion scopes. They currently do not.

And is_heresy_of, but I'm pretty sure that one does currently work in religion scopes.
 
An on_character_creation action for characters that are created by decision/event, rather than born.
 
An on_character_creation action for characters that are created by decision/event, rather than born.
Well you can always stick a new character block in the code that created them.
 
Well you can always stick a new character block in the code that created them.
There are 887 instances of create_character across 64 files in vanilla code. If you want something to occur every time a new character is created, you would need to add your code to each instance of that. Not only is that a lot of typing, but it introduces compatibility issues with any other mod that edits those events. Furthermore, if another mod creates a character, your code will not be applied at all.
 
There are 887 instances of create_character across 64 files in vanilla code. If you want something to occur every time a new character is created, you would need to add your code to each instance of that. Not only is that a lot of typing, but it introduces compatibility issues with any other mod that edits those events. Furthermore, if another mod creates a character, your code will not be applied at all.

Add to that the instances of create_random_[diplomat/soldier/steward/intriguer/priest], and the problem is only made worse.
 
The ability to use custom_tooltip in an artifact's list of effects. Currently if you want to mention if an artifact has any event based effects you have to use a custom modifer with a value, sometimes having a value attached makes no sense.

Also a way to transfer event variables on succession/artifact inheritance.
 
The ability to use custom_tooltip in an artifact's list of effects. Currently if you want to mention if an artifact has any event based effects you have to use a custom modifer with a value, sometimes having a value attached makes no sense.

Also a way to transfer event variables on succession/artifact inheritance.

Custom_tooltip not working there sounds like a bug
 
True (i.e., takes into account cuckoldry/bastardy) variants of all pertinent relational scopes and conditions, in the same vein as (announced but not yet implemented) true_father(_even_if_dead)? For example, any_true_child(_even_if_dead) or is_true_grandparent_of.
 
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On a different note (and whoops double post), the wiki page is not very up to date for what is in vs not in through the different sections.

If someone has time and feels like it then going though and organising the page for what is actually in the current would be greatly appreciated and make it a lot easier for us to see look through it as currently there is a smattering of things in various request sections that have already been implemented.

If not then no worries! :)
 
On a different note (and whoops double post), the wiki page is not very up to date for what is in vs not in through the different sections.

If someone has time and feels like it then going though and organising the page for what is actually in the current would be greatly appreciated and make it a lot easier for us to see look through it as currently there is a smattering of things in various request sections that have already been implemented.

If not then no worries! :)

Might give it a try in a couple days (will be passing four hours in a train so I need a passtime) but haven't ever contributed to any wiki ever. Are there any guideline out there on how to properly do that?
 
Might give it a try in a couple days (will be passing four hours in a train so I need a passtime) but haven't ever contributed to any wiki ever. Are there any guideline out there on how to properly do that?
Not really that I know of, the categories on the suggestions page are all set up already it is just moving the various bullet points into the implemented in version x/future version categories that is needed to be done. As scrolling through it briefly I spotted some things that are definitely already in the game.
Any other edits to make it more readable is down to the editor really, I do not know if the wiki has any special rules for it
 
On a different note (and whoops double post), the wiki page is not very up to date for what is in vs not in through the different sections.

If someone has time and feels like it then going though and organising the page for what is actually in the current would be greatly appreciated and make it a lot easier for us to see look through it as currently there is a smattering of things in various request sections that have already been implemented.

If not then no worries! :)

Even funnier is that some of the "Rejected/Will not be implemented" ideas are already ingame now. :p
 
A whole bunch of things, mostly related to provinces as I work a lot with them:
  • supply_limit condition that checks a province's supply limit. A bit tricky because supply limit differs for different perspectives, so in order to address this the easiest way would be to implement it as a clause that checks it for a certain character (like this: supply_limit_for_character = { who = ROOT } ).
  • max_attrition condition that checks a province's max attrition. Same problem/solution as above.
  • Port over the ultra-uber-awesome Script Profiler from EU4. Pretty please, this would make big, repetitive code (like the one I am coding) much easier to write and maintain :)