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@blackninja9939 how much trouble would make adding something to customize siege queue in province? Like "protected_by = b_xyz" parameter in landed_titles, which would skip marked holding in siege unless opponent is in control of b_xyz holding.
Not investigated the siege order much but it just goes in holding order so it shouldn't be too hard to make it put "protected" provinces at the end of the queue. However I have not checked out that code so there is a fair chance we have some more in depth stuff with our ordering instead of a simple queue like I would expect.
 
One thing that would expand modding possibilities quite a bit is the ability to have dynamically-named variables. Similar to how dynamic flags work, e.g.:

Code:
set_variable = { which = variable_name_@ROOT value = 100 }
 
A further thing that would be cool is if holding modifier localisation treated the holding as "Root", rather than the province.
 
I don't know if it's already implemented, but if it's not then I think the ability for a religion to de-reform itself, automatically or not, when some criterias are met could be added. For example, let's say one is to make a Warhammer 40k mod. One of the humans' (reformed) religions would be the cult of the immortal emperor. However, if this emperor happens to die then this religon would cease to exist and members of this religion would go back to their former (pre-reformed) human beliefs.
If an immortal managed to meet the criterias, then this immortal coul re-reform the religion into a cult around himself/herself as the immortal emperor/empress - that is, if more than one reformation are allowed, which is a parameter which could also be added. If this new immortal dies then the religion would de-reform itself. So on and so forth.
 
I don't know if it's already implemented, but if it's not then I think the ability for a religion to de-reform itself, automatically or not, when some criterias are met could be added. For example, let's say one is to make a Warhammer 40k mod. One of the humans' (reformed) religions would be the cult of the immortal emperor. However, if this emperor happens to die then this religon would cease to exist and members of this religion would go back to their former (pre-reformed) human beliefs.
If an immortal managed to meet the criterias, then this immortal coul re-reform the religion into a cult around himself/herself as the immortal emperor/empress - that is, if more than one reformation are allowed, which is a parameter which could also be added. If this new immortal dies then the religion would de-reform itself. So on and so forth.

That sounds like a normal set of events that could occur with the destruction of a religious head and the ensuing loss of moral authority. It could be further enhanced by special events and decisions to more directly manipulate the Moral Authority with special modifiers, including the recreation of the religious head and conversion of characters to heresies.
 
This isn't a new request, but more of a question for the devs because recently several people have stumbled over this modding-hurdle:

If there's still time for Holy Fury, could you maybe take a look at modifiers?
Because atm, they are more or less a mess, and it's very counter-intuitive to guess which ones could be used in which scope.
For example, disease_defence is only available in a province scope, which is at first confusing because it is used in hospitals, which at first glance seem to be holdings (although they, indeed, are in some way directly part of the province). Similarly, fertility is listed in the wiki as being applicable to holdings, but it is - like only applicable to patrician family palaces afaik. In a similar way, certain things like e.g. ai modifiers (ai_rationality etc) are only available for traits, but not character modifiers, whereas others like e.g. retinuesize are only available in character modifiers, not traits - even though both mechanics are in the same character scope.

So base line, modifiers are somewhat inconsistent in where they can be applied. To allow for more creative ways of modding, it would be helpful if they could be adjusted to a certain degree. Such as that all modifiers currently available in character modifiers are also available for traits, and vice versa. Or that all some modifiers available special holdings (hospital, tradepost, family palace) are also available in regular holdings.
Additionally, it would be great to also have some more modifiers ported to scopes where they make sense, such as build_cost_modifier being available in holdings (because that's where buildings are built), although that would be a separate request and of lesser urgency.

Well, I hope you devs have some time for modding improvements in between the time needed to implement the gazillion of Holy Fury features - and if you have, maybe consider this here :)
 
This isn't a new request, but more of a question for the devs because recently several people have stumbled over this modding-hurdle:

If there's still time for Holy Fury, could you maybe take a look at modifiers?
Because atm, they are more or less a mess, and it's very counter-intuitive to guess which ones could be used in which scope.
For example, disease_defence is only available in a province scope, which is at first confusing because it is used in hospitals, which at first glance seem to be holdings (although they, indeed, are in some way directly part of the province). Similarly, fertility is listed in the wiki as being applicable to holdings, but it is - like only applicable to patrician family palaces afaik. In a similar way, certain things like e.g. ai modifiers (ai_rationality etc) are only available for traits, but not character modifiers, whereas others like e.g. retinuesize are only available in character modifiers, not traits - even though both mechanics are in the same character scope.

So base line, modifiers are somewhat inconsistent in where they can be applied. To allow for more creative ways of modding, it would be helpful if they could be adjusted to a certain degree. Such as that all modifiers currently available in character modifiers are also available for traits, and vice versa. Or that all some modifiers available special holdings (hospital, tradepost, family palace) are also available in regular holdings.
Additionally, it would be great to also have some more modifiers ported to scopes where they make sense, such as build_cost_modifier being available in holdings (because that's where buildings are built), although that would be a separate request and of lesser urgency.

Well, I hope you devs have some time for modding improvements in between the time needed to implement the gazillion of Holy Fury features - and if you have, maybe consider this here :)

I pretty much agree with everything here and would like to add something. Localization scopes for modifiers are also messed up. No matter what scope I used i could never get a modifier description to pull a variable from the character its attached to.
 
This isn't a new request, but more of a question for the devs because recently several people have stumbled over this modding-hurdle:

If there's still time for Holy Fury, could you maybe take a look at modifiers?
Because atm, they are more or less a mess, and it's very counter-intuitive to guess which ones could be used in which scope.
For example, disease_defence is only available in a province scope, which is at first confusing because it is used in hospitals, which at first glance seem to be holdings (although they, indeed, are in some way directly part of the province). Similarly, fertility is listed in the wiki as being applicable to holdings, but it is - like only applicable to patrician family palaces afaik. In a similar way, certain things like e.g. ai modifiers (ai_rationality etc) are only available for traits, but not character modifiers, whereas others like e.g. retinuesize are only available in character modifiers, not traits - even though both mechanics are in the same character scope.

So base line, modifiers are somewhat inconsistent in where they can be applied. To allow for more creative ways of modding, it would be helpful if they could be adjusted to a certain degree. Such as that all modifiers currently available in character modifiers are also available for traits, and vice versa. Or that all some modifiers available special holdings (hospital, tradepost, family palace) are also available in regular holdings.
Additionally, it would be great to also have some more modifiers ported to scopes where they make sense, such as build_cost_modifier being available in holdings (because that's where buildings are built), although that would be a separate request and of lesser urgency.

Well, I hope you devs have some time for modding improvements in between the time needed to implement the gazillion of Holy Fury features - and if you have, maybe consider this here :)
Modifiers are an entirely case by case basis thing, there is no way to just "improve" them as a system as nothing ties together their actual individual usage really. Hence why they are so inconsistent. Doing such an overhaul as you suggested would not be feasible, one would have to go through every single modifier and hook it into the releveant use locations in the code and in some cases create that hook in to begin with.

So whilst a great suggestion which would be very nice there is not much chance of that happening. Some specific really bad ones might be possible to have someone look at, but all of them not so much :(
 
So whilst a great suggestion which would be very nice there is not much chance of that happening. Some specific really bad ones might be possible to have someone look at, but all of them not so much :(

IMO some worth taking a look are:

monthly_character_prestige for buildings (at present it only works for trade post and family palace buildings, but not other holding types')
local_build_cost_modifier for buildings (affecting only the holding it is built in) (at present this doesn't work for buildings, only for provinces modifiers and such)
local_build_time_modifier for buildings (affecting only the holding it is built in) (at present this doesn't work for buildings, only for provinces modifiers and such)
tradevalue/trade_route_wealth/trade_route_value for non-trade post buildings (at present they only work for trade post buildings or province modifiers), allowing other holding types to have structures that could influence the province's trade value
 
Modifiers are an entirely case by case basis thing, there is no way to just "improve" them as a system as nothing ties together their actual individual usage really. Hence why they are so inconsistent. Doing such an overhaul as you suggested would not be feasible, one would have to go through every single modifier and hook it into the releveant use locations in the code and in some cases create that hook in to begin with.

So whilst a great suggestion which would be very nice there is not much chance of that happening. Some specific really bad ones might be possible to have someone look at, but all of them not so much :(
Ah, I see. Well that's a shame, but understandable.

IMO some worth taking a look are:

monthly_character_prestige for buildings (at present it only works for trade post and family palace buildings, but not other holding types')
local_build_cost_modifier for buildings (affecting only the holding it is built in) (at present this doesn't work for buildings, only for provinces modifiers and such)
local_build_time_modifier for buildings (affecting only the holding it is built in) (at present this doesn't work for buildings, only for provinces modifiers and such)
tradevalue/trade_route_wealth/trade_route_value for non-trade post buildings (at present they only work for trade post buildings or province modifiers), allowing other holding types to have structures that could influence the province's trade value
I second those, except that monthly_character_prestige isn't a priority maybe, because afaik liege_prestige can be used as a similar enough substitute.
I would like to add:
disease_defence for non-hospital buildings

imo, these are the worst offenders, so to say. If you folks find some time to take a look, maybe start with those.
In any case, thanks for the continuing modding support :)
 
If full modifier improvements can't be made, one nice alternative addition would be some sort of summary for all the modifiers to a province and/or holding. Either opened on the title icon or as part of a debug information list. Even if it isn't important for players in CK2 or used very often by them, it would be a huge help to modders to know if the modifiers they're using are having any effect at all. The country summary from EU4 could be used as inspiration and is super useful in that game.
 
From another post of mine:
To mod Artifacts in an extensive way is a pain in the neck, and it forces you to use (cpu consuming and boring to write )maintenance events to do any things that is slightly more complicate than basic stuffs. Even in Vanilla are used cpu consuming maintenance event because of limitations in scripting.

My suggestion is to make also trait modifiers available instead of only characters one and to make on_actions triggers like on_artifact_gained and on_artifact_lost .

If you agree,disagree, want to add something useful or useless, want to add a suggestion or a critique, please, comment and share your opinion.