
From a quick look I have three comments (beyond my thanks expressed above at having such handy modding tools), all on the effects file.
1 - The random and random_list effects are modelled after Rome. I can give you syntax exemples tonight from home. In essence, random allows you to add a %chance that a given effect will trigger. If the % is not met, nothing will happen. So for instance it allows you to have an event that MAY lower your stability, but also be innocuous. The syntax looks roughly like
random = {
chance = x%
stability = -1 }
Random list allows you to have an event where any of a number of things will happen, depending on the odds you give. For instance you could have a 50/50 chance of either a loss of stability or a rebellion right there and then:
random_list = {
50 = { owner = { stability = -1 }
50 = { anti_tax_rebels = 1 }
}
These "Random" additions really open up scripting possibilities.
2 - With the addition of a define_adviser command (which if mirrored on the general or admiral one allows you to give a name), this is a potential workaround to those who wanted female advisors. You could create female advisor types which you can set the engine not to create randomly but which you could add by event.
3 - When you mention that we can change the name of a province, it reminded me that, if I recall correctly, the exemple Johan gave of this also showed there exists a change_culture effect.