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Something that would be neat for the new Holy Fury Patch... More scripts, scopes, etc... for example, I'd like to see an option that allows you to assign different titles to Independent and Vassal Kings. Say for Greek Culture an Independent King would be called Despot, while a vassal King would be called Exarch and a Viceroy would be called Autokrator. Just that bit more finesse and flexibility with the game would allow for a lot more detail in modding.
 
Something that would be neat for the new Holy Fury Patch... More scripts, scopes, etc... for example, I'd like to see an option that allows you to assign different titles to Independent and Vassal Kings. Say for Greek Culture an Independent King would be called Despot, while a vassal King would be called Exarch and a Viceroy would be called Autokrator. Just that bit more finesse and flexibility with the game would allow for a lot more detail in modding.

I could have sworn this was already in. I definitely back this. I’ve wanted alternate title names for a while now. Like if you increase centralization as the basileus you can call yourself autokrator, or have co-equal titles for better organization. Like viceroyal dukes being strategos, you rename one or two into katepan.
 
It would be nice to have a transfer_offmap_currency command, so that you could transfer your Grace to your heir, for example. Right now, as I understand it, add_offmap_currency takes only a specified amount.
 
A set_name command for religions would be nice if you e.g. want a specific reformation Feature (or combination of reformation Features) to give the religion a different name or want a certain event to trigger a renaming of the religion. A set_icon (and set_heresy_icon) command could also be useful for similar purposes.
 
I want to second Silversweeper's request for set_name on religions. Currently, all pagan heresies have "Old" prefixed in front of them. With that command, I could replace "Old" with a non-printing character, then have reformation rename the unreformed religion to "Old whatever". This would allow the heresy to appear properly.

It would also open up a lot of new possibilities with the Holy Fury reformation mechanics, where selecting certain options could give the reformed religion a different name.
 
If anything, we can work around it using custom localisation.
There are many locations where custom localisation isn't processed properly, displaying the custom command key instead of an empty string or valid loc string.
 
There are many locations where custom localisation isn't processed properly, displaying the custom command key instead of an empty string or valid loc string.
Yeah, that's actually something I wanted for some time now - custom locs in titles.
 
I noticed the following new set of triggers and variable exports in the changelog.

- Added triggers holding_garrison_percent, holding_raisable_levy_percent, and holding_total_levy_percent. They check how full the garrison, the raisable levy, and the total levy (garrison + raisable) is. Example: holding_total_levy_percent < 1 would check that the overall levy is not capped. 1 represents 100%, 0 is 0%
- Added variable exports holding_garrison_percent, holding_raisable_levy_percent, holding_total_levy_percent, holding_garrison, holding_raisable_levy, holding_total_levy

Is there any possibility we could get a similar set of triggers/exports for retinues and mercenary bands. As in, could we get a way to determine the current number of retinue troops a specific character has, or the number of troops a mercenary band has? At the moment we can export the used retinue cap, but there is no way to get the current number of retinue soldiers, or the max number when the retinue is full.
 
Would be mighty nice if we could get "randomize_names = no" or something for religions and cultures in regards to random worlds. Or adding religions and cultures to the new prompt_name effect.

Right now it's all or nothing. I can't have an "Amazon" culture or a "Cult of Slaanash" religion without having everything else in the world have historical names as well. I love having 90% of the world random, I just want to add some specialty ones to the mix for fun flavor. Heck I don't even want to play as them, I just want to watch what they do.
 
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has_religion_feature trigger, currently is completly inflexible and gating a ton of content, hampering custom religions

a way to fix this problem, avoiding big compatibility issues between mods, would be to add ability to tag religions as fulfilling this trigger, maybe from religion's file, or even by a command, similar to the new set_ commands
 
I need to sleep. Anyways looks like if you make it so the culture doesn't get randomly added to the world you can ruler designer your own in without the name being randomized. The tooltip with your culture details will be wrong until you get in game fyi.

For example the below code will let you ruler designer your culture as long as you aren't on full random, once you go full random it gets spawned and renamed like everything else.

Code:
            alternate_start = {
            OR = { has_alternate_start_parameter = { key = culture value = full_random }
            }
 
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has_religion_feature trigger, currently is completly inflexible and gating a ton of content, hampering custom religions

a way to fix this problem, avoiding big compatibility issues between mods, would be to add ability to tag religions as fulfilling this trigger, maybe from religion's file, or even by a command, similar to the new set_ commands
Wanna be a bit more specific in what you mean?
 
Wanna be a bit more specific in what you mean?
a way to make the religion met the has_religion_feature check without actually having the feature, preferably also by a command

a lot of events, laws and other things use it now, and mods would be much easier to make compatible with each other if it was not necessary to for example change law requirements for every apropriate custom religion
 
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