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I'd really love to see the criteria for electoral and papal successions surfaced more fully for modding. In particular, I'd love to be able to make it so that certain traits add electoral popularity - but perhaps only if the holder is of a certain culture - or if the title is a particular title.

So something like

voter_friendly = {
vassal_opinion = 5
elector_opinion = 5
if = {
limit = {
culture = French
}
elector_opinion = 5
}
if = {
limit = {
election = k_papacy
}
elector_opinion = 10
}
}

This pseudocode is intended to show a trait which makes the subject's vassals like them a bit more, and makes them a bit more popular in any election. The electoral bonus is increased by 5 if the subject is French, and by 10 if the election in question is a papal conclave.

(As far as I know, the condition 'election =' is completely invented; the intention is that it should return true during the evaluation of an election (of any type) for the named title, and false at any other time.)

nd

ETA: It would be great to be able to specify the conditions under which a character becomes (a) an elector and (b) a potential candidate for a given title.

It’d be better if we could have the ability do define weights for the elections directly, instead of inside a trait. So, you’d define your trait and then have a separate file that’d have weights for election, like:

Code:
factor_has_voter_friendly_trait = { #This string would be localised to appear in the new election screen (assuming that’s not Eldership exclusive)
    add = 10
    has_trait = voter_friendly
}



On a related note, being able to have scriptable succession types (being able to add new types of elected with your own scripted weights, being able to create china-esque “Generate a new character on succession according to these wieghts/parameters”, being able to influence the hardcoded succession types with exceptions and stuff (think born in the purple and castration/blinding) and maybe even being able to define new types by defining weights (essentially elective with one elector that is objective) or taking a base (say primogeniture) and then being able to change it in some way with weights, traits or whatever with the base type being used as a fallback.

Obviously, I’ve no clue how plausible they are and I imagine the concept of scripted succession has come up many a time before, but this is a suggestion thread.
 
Those are good points.

I'll admit, my objectives for this are threefold:

1) For the Forgotten Realms mod, create a magocracy government type in which learning, intrigue, and the traits representing arcane spellcaster levels are the most electable things.

2) Create a Golden Bull elective feudal variant in which a list of titles are made electoral when the government is initiated, which are then fixed

3) Create a Coptic Papal succession in which the three most electable candidates are shortlisted, and then one of them succeeds at random.

nd
 
Those are good points.

I'll admit, my objectives for this are threefold:

1) For the Forgotten Realms mod, create a magocracy government type in which learning, intrigue, and the traits representing arcane spellcaster levels are the most electable things.

2) Create a Golden Bull elective feudal variant in which a list of titles are made electoral when the government is initiated, which are then fixed

3) Create a Coptic Papal succession in which the three most electable candidates are shortlisted, and then one of them succeeds at random.

nd
Yeah. I’m naïvely thinking that making elective scriptable wouldn’t be too much work, given that they seem to have made the weights visible, though it’s probably a bit late to add now. Although, it’s not impossible that the eldership succession actually is scripted, seeing as they’re showing the weights they might’ve gone through and made it scriptable, but that’s just speculation.
 
I'd really love to see the criteria for electoral and papal successions surfaced more fully for modding. In particular, I'd love to be able to make it so that certain traits add electoral popularity - but perhaps only if the holder is of a certain culture - or if the title is a particular title.
Honestly the main thing papal election could use is removing the fact you need to do interface editing to make it work for other religions without crashing. I would love if paradox went over and and gave stuff like that and the republic interface a do over in the vein of the council screens from conclave.
 
Honestly the main thing papal election could use is removing the fact you need to do interface editing to make it work for other religions without crashing. I would love if paradox went over and and gave stuff like that and the republic interface a do over in the vein of the council screens from conclave.

Eh, it's not too bad though. It's just copy-paste and editing some strings to refer to the new elector title.
 
The ability to use customised localisation and other localisation commands for non-tooltip UI elements (e.g. councillor titles, society rank names) would be wonderful to have. At the moment, one can, for example, have the name of a society rank change based on the culture of its holder and have it appear fine in the rank tooltip, but below their portrait in the society screen, it will show the custom command instead of its output.

EDIT: Even if the localisation command doesn't require a scope, it still doesn't function outside of the tooltip. e.g.
FNm7eKF.png
 
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A way to let traits slow down or accelerate ageing (if someone wants to create a Fantasy mod with races that merely have ten times the lifespan of humans, rather than full-blown immortality). That would make fantasy mods much less of a hassle, no longer having to age them via events.
Also, maybe having certain traits that force a certain graphical culture on a character? (once again, I'm thinking fantasy mods, where there may be a trait for "Elf", "Orc", etc.)
 
A way to let traits slow down or accelerate ageing (if someone wants to create a Fantasy mod with races that merely have ten times the lifespan of humans, rather than full-blown immortality). That would make fantasy mods much less of a hassle, no longer having to age them via events.
Also, maybe having certain traits that force a certain graphical culture on a character? (once again, I'm thinking fantasy mods, where there may be a trait for "Elf", "Orc", etc.)

Maybe even being able to set certain races/species. Could be used on the horses, cats bears and dragons in vanilla
 
Maybe even being able to set certain races/species. Could be used on the horses, cats bears and dragons in vanilla
At this point, yes, they might as well add a species option, allowing you to set the species of a character, rather than having traits for cats, horses and bears. Though most players - the ones who aren't playing Fantasy mods like Elder Kings - would find it weird that 99.9% of all characters have "species = human" added to their character files (unless we make human the default).
 
That could get *very* tricky. You'd need to be able to specify inter-fertility. Thus (in many fantasy settings) humans can interbreed with elves & orcs, but not with bears or dragons. When allowed, you need to be able to specify the resulting species. Also, whether inter-marriage is allowed, or desirable…

Now, the game *does* use a 'race' keyword (as a trigger, and as part of create_character). But it uses it inconsistently. Thus, horses and cats get race=horse, etc., but there is also a create_character in vanilla with race=italian! According to the wiki, the race trigger is basically a synonym of the culture trigger…

There's also an event chain where a person can be transformed into a bear and back again. It sets their culture & graphical culture to bear, but doesn't give them the bear trait or use the race keyword.
 
At this point, yes, they might as well add a species option, allowing you to set the species of a character, rather than having traits for cats, horses and bears. Though most players - the ones who aren't playing Fantasy mods like Elder Kings - would find it weird that 99.9% of all characters have "species = human" added to their character files (unless we make human the default).

That could be solved with a boolean flag in the species definition though (e.g. tooltip_display = yes).
 
That could get *very* tricky. You'd need to be able to specify inter-fertility. Thus (in many fantasy settings) humans can interbreed with elves & orcs, but not with bears or dragons. When allowed, you need to be able to specify the resulting species. Also, whether inter-marriage is allowed, or desirable…

Now, the game *does* use a 'race' keyword (as a trigger, and as part of create_character). But it uses it inconsistently. Thus, horses and cats get race=horse, etc., but there is also a create_character in vanilla with race=italian! According to the wiki, the race trigger is basically a synonym of the culture trigger…

There's also an event chain where a person can be transformed into a bear and back again. It sets their culture & graphical culture to bear, but doesn't give them the bear trait or use the race keyword.

Well, you could have races as a defined thing, with parameters like intermarrying (maybe a block per allowed intermarry, with a result of each intermarry), allowed portraits/ethnicities/cultures (so horses will always be horse cultured and humans never will) and anything else like that.
 
A big thing needed for alternative races is changing fertility mechanics for women. The hard block on the AI marrying any woman over the age of 40 is a big problem for fantasy races who live to be hundreds of years old. For that matter, being able to define when a child becomes an adult based on race would be very useful as well. That way you can do things like, a dwarf that is a child until 25, youth until 35, then an adult until 90, middle aged until 120, and elderly after that. Death rates based on race would also be useful, though maybe not using the same structure that the game currently uses.
 
Whilst a species system would be very nice that would be a pretty big overhaul as obviously none of the code remotely works on the assumption there is anything but humans, as can be seen with the fact Glitterhoof ends up in funny positions so often.
So I would not put any stock in that happening ;)
 
Agreed. While I don't expect this ever to happen for CK2 (altho I'd love to be surprised!), it would be nice if CK3 thought about this from the start. Hell, maybe it shouldn't even be CK, but a more general medieval simulator, with real-ish Europe as the default scenario.
 
Whilst a species system would be very nice that would be a pretty big overhaul as obviously none of the code remotely works on the assumption there is anything but humans, as can be seen with the fact Glitterhoof ends up in funny positions so often.
So I would not put any stock in that happening ;)
Even still, including some way to change AI behavior related to marrying women over the age of 40 is the minimum needed to make longer lived races work. We can already edit fertility to change menopause ages. However we can't change that marriage behavior at all. Heck, it's one of those quality of life improvements I suggested fixing now that enatic is going to be playable in vanilla. You can find the full suggestion list here:
https://forum.paradoxplaza.com/forum/index.php?threads/a-few-female-ruler-qol-improvements.1119036/
 
two suggestions:

1.
In defines.lua, we already have MAX_ZOOM_LEVEL to define how far out the player can zoom, could you please also add a MIN_ZOOM_LEVEL to diefine how close the player can zoom? As EU4 already have this setting in its define file (though with another name), I guess adding it into CK2 would not be too hard.

2.
when creating a new title via create_title command in a character_event, could you add a parameter to allow us defining the graphical_culture of the newly created title?

Thanks for your read, PDS.
 
Two more suggestions:

1) Please add a Define option for the maximum opinion magnitude, so that if we want a relatively finer gradation of opinion modifiers we can change the current 100 to 250 or whatever. Obviously the lowest possible value should just be 0 minus the new maximum.

2) Please surface the 'powerful vassal' criteria for modding. I'd especially like to make certain traits make a person more likely to be considered a powerful vassal - so that high-level RPG characters can command respect from rulers.

Thanks,

nd