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Dev Diary #116 - Great Mods

Hello!


I hope you’re all excited for the 2nd of April when we will be releasing our next update. In the meantime, we thought we would run you through some of the modding possibilities with this new feature.

But before we dig into that, we just wanted to announce that we have changed the in-game name of “Wonders” to “Great Works” and “Upgrades” to “Features”. The reason for this is that we wanted the in-game name to match the update name and also that we didn’t want the terminology to limit what the system could be used for.

With that out of the way; on to modding!


Adding New Great Works/ Modifying existing ones.

We’ve created a new database for the different types of Great Works that can be constructed in the game. At the top of the Great Work definitions file, we have added a template which you can use as a basis for your own ones.


In these files we can both define new Great Works that can be used to populate the world or manipulate the attributes of the original ones. The setup here will allow us to define different graphics settings, gameplay rules (e.g. which rulers are allowed to start a construction), and which modifiers that should be applied when it is fully built.


We also define the number of feature slots that should be available for customization of the Great Work and have it subscribe to a list of potential feature candidates.

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Adding Great Work Features

The Features for the Great Works are defined in a separate database. This structure will allow us to reuse various features across multiple types of constructions (see the previous picture).


As with Great Works, we have added a template to the top of the features file for you to use. You can add both unique features, that can only be built on specific great works, and also more generic ones that can be reused.


Features of the Great Works can also be manipulated to have different gameplay rules for availability, different costs, and apply different modifiers to their owner and location.

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Wonder and Upgrade Flags

Both the great works and the features can have flags. Using flags is a good way to keep track of special qualities (see for example the “scary” flag in upgrade_spikes) and these can efficiently be evaluated by triggers in other parts of the game code to fire special events or manipulate different game outcomes.2D picture modding
To modify the 2D art for the great works, all you need to do is make a strip of images, one for each stage and one for it being damaged. This can replace the image for an existing great work or be used for a brand new one. We also have a generic great work picture, which can be used as a placeholder if you don’t have your own images.

It is also possible to modify or add to the background images. If the background images are made into a strip, the background will be randomly selected from the images in that strip. There is also the option to set ‘is_in_water‘ in the great work definition if you always want to have the water background or to set ‘allow_coastal’ to use it only if the province the great work is built in is coastal.


3D Model modding

The map model for a great work can be switched out and rescaled using a text editor and its position on the map can be changed using Nudge, but for creating new models or changing the existing ones, some experience with Maya and the .mesh exporter is required.


Wonder History
If you want to create a historical great work and reflect what happened to it over the course of history, you can do that by adding it to the history of the province it belongs to. From there, you can decide on which date a stage was added or when a feature was constructed. You can also set custom names and descriptions that reflect the great work at that point in history. If something bad happened to it throughout history, there is also the option declare it damaged.
 
That is still the case and won't be moddable I'm afraid :/
The fact that there is one wonder and one top owner per province is something we are utilizing in code.
It would take us a decent amount of time and probably create a heap of bugs to change that at this point.

Hospitals are (usually) owned by the province owner. Could that code be used here?
 
Hospitals are (usually) owned by the province owner. Could that code be used here?
It's not a case of they don't have the ability to do it, it's that they have already coded everything else that interacts with wonders to always assume the top liege has control of it and everything would horribly break without rewriting the other areas, which would take more time than they have allocated to the development of this patch.
 
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Don't get me wrong, but "Great Works" sounds a little bland. Couldn't you use something carrying more of a punch like "Mega Structures" or "Super Buildings"?

I think it's fine as is, "Mega Structures" sounds like a Lego knockoff and "Super Buildings" sounds like a History Channel TV show.
 
Well, the proposed terms are very tongue in cheek, but I'm serious about "Great Works" being very generic.
How about Super Ultra Great Delicious Wonderful Amazing Tremendous Constructs of Incredible and Lasting Importance?
 
This so much, I'd rather have an event saying that "This person wants to enter your court, should you let him?" as well as a decision to close off your court to outsiders. I always end up with some random nobodies lounging around my court who just walked in at some point while I was busy. The worst part is that those nobodies always find someone to get busy with and end up dumping a bunch of kids in my court. It also sort of ruins RP for me at times; I am a paranoid cruel tyrant, why on earth would I allow anyone in my court, especially lowborns?

Yea i've found that its really easy to build up plot power if you just marry high intrigue ladies onto a rivals council since the different culture opinion is usually enough to get them onto a plot .bonus points if they have the seduction focus since the rulers dont do anything with the bastards so the foreign moms end up raising more potential plot power candidates. There are parts to it that i understand like how people with foreign claims sometimes want to shack up with you since there is potential for the claim to be pressed but lowborns should have some form of restrictions or benefits because they only serve to add plot power or backup councilors/ commanders.
 
Can moddable wonders be ironman compatible, if the modifiers are not too OP?

How would the game check to make sure that a modded wonder isn't "too op"?
 
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Will it be possible to build a statue of your liege or another character if you want, with a opinion boost for their dynasty? Or something similar with any other character specific great works like the mausoleum, you could offer to build or fund one for your liege, religious head or friends. Just seems like something that could have some fun role play opportunities.
 
e.g.based on already existing PDX wonder modifiers, only allow a max. %, max combination of modifiers....
Hagia Sophia with Stonehenge modifiers in an ironman game, something like that.

I get the idea that you're saying, but it's just much easier to have a simple check to see if the modifiers for the wonders match up with the vanilla files rather than trying to make a ranged exception. In addition to this, you'd also need to test values to make sure that one of the modifiers wouldn't be overpowered.
 
I'm trying to make a mod that will add more great works to the game, with their histories. According to the dev diary, I should be able to rename the wonders. I can do this in-game, but I can't seem to figure out how to give the wonders a custom name in, say, the history files. Is there any way to do this, or am I stuck with generic names and descriptions?
 
I'm trying to make a mod that will add more great works to the game, with their histories. According to the dev diary, I should be able to rename the wonders. I can do this in-game, but I can't seem to figure out how to give the wonders a custom name in, say, the history files. Is there any way to do this, or am I stuck with generic names and descriptions?

The entries you are looking for are in the /localisation files. Open the folder and search for the generic name, using the Search Inside Files option. Once you find the right file opne it, find the relevant entry and edit it.

The usual caveats apply - make a backup, use a mod, will invalidate Ironman etc.
 
The entries you are looking for are in the /localisation files. Open the folder and search for the generic name, using the Search Inside Files option. Once you find the right file opne it, find the relevant entry and edit it.

The usual caveats apply - make a backup, use a mod, will invalidate Ironman etc.

That's not really what I'm looking to do. That would rename every wonder of that kind in the game, right? I want to rename individual instances of that wonder. For example, I can go into the history files and add a Mosque wonder to Mecca. What would I have to do to rename only *that* mosque?
 
That's not really what I'm looking to do. That would rename every wonder of that kind in the game, right? I want to rename individual instances of that wonder. For example, I can go into the history files and add a Mosque wonder to Mecca. What would I have to do to rename only *that* mosque?
You need an event to fire on the start of the game, LT_wonder_maintenance_events.txt contains examples of how wonder descriptions are changed on each stage completion, you just need to do the same for your wonder.
 
I'm trying to make a mod that will add more great works to the game, with their histories. According to the dev diary, I should be able to rename the wonders. I can do this in-game, but I can't seem to figure out how to give the wonders a custom name in, say, the history files. Is there any way to do this, or am I stuck with generic names and descriptions?
In the future, try to post questions like these to the mod forum :)

There are two options:
1. Use set_wonder_name and set_wonder_description in the province history file.
2. Create a custom wonder type in the wonder definition file and give it your own loc entries as name and desc. Then instance this wonder type in via the history files.
 
In the future, try to post questions like these to the mod forum :)

There are two options:
1. Use set_wonder_name and set_wonder_description in the province history file.
2. Create a custom wonder type in the wonder definition file and give it your own loc entries as name and desc. Then instance this wonder type in via the history files.

Thank you, and sorry I'll post in the mod forum next time I have a question like this!