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on_monthly_pulse on_action could be useful for custom variable income. This could be worked around by adding an on_startup event that then triggers another event a month after, but I think that would hurt the CPU.
 
on_monthly_pulse on_action could be useful for custom variable income. This could be worked around by adding an on_startup event that then triggers another event a month after, but I think that would hurt the CPU.

Why would setting up an event like that hurt the CPU?
 
Why would setting up an event like that hurt the CPU?
Well if I have a custom currency X and I want to apply this currency to every ruler for example, the startup event would need to start the event chain for every ruler and then repeat itself forever. Then another event would need to check every possible character to apply this variable. This could be pretty harsh on the CPU, but then again my computer's pretty old so this could work perfectly fine on better computers.
 
Well if I have a custom currency X and I want to apply this currency to every ruler for example, the startup event would need to start the event chain for every ruler and then repeat itself forever. Then another event would need to check every possible character to apply this variable. This could be pretty harsh on the CPU, but then again my computer's pretty old so this could work perfectly fine on better computers.

I'm not sure I see any performance difference in comparison to using a monthly pulse on-action? In both cases you need one event that is repeats itself each month.
 
Events have to be maintained in memory, so each character would hold some data to specify '' need to receive an event in X days' on-actions, on the other hand are stored globally. But that's memory overhead, not processor time. If the delayed event are layed out so that each character had teir own counters tbat need updating every day, then indeed that'd be slower than running a monthly on-action each day for every 30th character. Don't know how significant that overhead would be.

The main benefit in any case, would br for code robustness (less chances to mess up your scripts. For example an eady way to mess the scripts is doong the monthoy calculations for all characters the same day of the month, instead of distributing them evenly).
 
  • Allow dis-/enabling the usage of portages between major rivers independently from the ability to navigate major rivers. This would allow to let other characters still use major rivers with ships, while only allowing Vikings to traverse the sections over land. This would still mean distinct and interesting gameplay for Vikings, but major rivers for others who certainly used them (even the Romans had warships on the Rhine).
  • Related to above (though not as important): Allow modders to create additional types of "crossings" in addition to portages and narrow straits, with different effects on armies traversing. For example to simulate mountain passes that inflict harsh attrition, or desert crossings that give maluses to everything but camel warriors.
 
Hmm, I just remembered a few more:
  • An "effect = {}" history command for provinces, like the one for characters. Would allow for the scripting of historical province modifiers, spawning diseases via history and much more.
  • When using the moddable councilor actions, a way to display text on provinces, in addition to colouring them. Would give for a better overview than tooltips which are only displayed individually when hovering over a province. Alternatively, a way to colour in several shades of colours simultaneously to convey more complex information - like two stripes of different colours, if a vassal and liege have different stances towards a province (like is the case with some proper mapmodes).

While I'm here again, I would also like to point out how immensely useful it would be to have a (toggleable) way to exclude on-map characters from receiving normal events/decisions/interactions, like offmap characters do. Would be immensely useful for simulating the settlement of "wilderness" provinces, and thus probably a large number of mods.
I'm aware that this isn't the place to nag or beg - but pretty please, that'd be so cool!
Ok now I'll stop being annoying.
 
An "effect = {}" history command for provinces, like the one for characters. Would allow for the scripting of historical province modifiers, spawning diseases via history and much more.

The effect block works in title history, which is generally a good enough workaround with the location scope.
 
The effect block works in title history, which is generally a good enough workaround with the location scope.
Ah, thanks, didn't know that! Will try that out, if it works it will be a sufficient workaround for me.
 
Maybe some ability to remove character from war? I know we can now bypass this via changing liege but something like "withdraw_from_attacker_wars" would be nice. Along with stealing event troops it would allow us to do some scripted betrayals.
 
I would love to have script command to force character to hire some mercenary. Something like:

hire_mercenary = { title = d_xyz location = location_id }

And "Unsafe_hire_mercenary = { title = d_xyz location = location_id }" which would skip any "potential" scope and work regardless of current employer of this company
 
It would be very cool if the vanilla request_to_rank_up_within_society decision were restricted to just the vanilla societies. Because it's valid for *any* society member, its impossible to script custom rank up decisions for anyone except players, who use the society_rank_up_decision from the society definition. The only option is to override the entire mnm_society_decisions.txt, and thus makes it impossible for multiple mods to co-exist and use this functionality. I don't think anyone would mind having to copy-paste their rank-up decisions for their custom societies if they wanted to use the vanilla logic.
 
My suggestion is to allow the potential for traits to give bonuses (or maluses) to other scopes (such as spouse or liege). Like having a legendary general trait giving monthly prestige to their fortunate liege. Great engineers impacting the construction time or costs of their liege, or traits that give bonuses to your spouse, (Though currently they do give a bonus from their stats to the state of course). Of course the potential scopes would probably need to be limited. But liege and spouse would probably be the most useful ones.
 
I haven't played much HOI4 and done no modding with it, so I wasn't aware of that system, but now that I see it, I want to emphatically second kfkots's request - there are so many things I would love to do with that.
 
I am 99% sure we are on a much older GUI system than HoI4, trying to smash that new system into CK2 sounds like it would be quite difficult and time consuming.
 
My suggestion is to allow the potential for traits to give bonuses (or maluses) to other scopes (such as spouse or liege). Like having a legendary general trait giving monthly prestige to their fortunate liege. Great engineers impacting the construction time or costs of their liege, or traits that give bonuses to your spouse, (Though currently they do give a bonus from their stats to the state of course). Of course the potential scopes would probably need to be limited. But liege and spouse would probably be the most useful ones.

On that topic, wouldn't it make more sense for minor titles to grant bonuses (like they did in EU: Rome) to the realm? E.g. employing engineers could decrease building costs according to their stewardship.
 
I am 99% sure we are on a much older GUI system than HoI4, trying to smash that new system into CK2 sounds like it would be quite difficult and time consuming.
Still the ratio of modding bemefit/dev investment would still be immense even taking that into account.