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Thread: Suggestions for Improved Moddability

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    Suggestions for Improved Moddability

    This is meant simply as a set of suggestions for Paradox that would make it easier to mod the game. Some of the suggestions are rather far-fetched, as feasibility is usually not judged when adding to the list. Further suggestions to the list would be appreciated.
    While the game is already one of the most moddable games on the market, there are areas where it could be further improved. The suggestions are categorized to make the list easier to read. Beyond that it is in no particular order.
    Various:
    • Ability to create new types of holdings
    • Ability to specifically modify sea to land movement times and vice versa
    • Multiple levels of religion, not just religion group and specific religion
    • Ability to mod mapmodes (farfetched, I know)
    • Ability to add more title tiers
    • A mode with more extensive logging of what's going on in a game (events, decisions taken, etc) so that modders can find the cause of bugs easier. Preferably with the different things being logged toggle-able. Could be enabled in the settings.txt file like Nudge for example is
    • Console command to print every scope, command, and condition to the log
    Scripting:
    • Improve the parsing of landed_titles.txt so that conditions involving titles can be put before the title is defined
    • Holding-level modifiers
    • Realm-level modifiers
    • Dynasty-level modifiers
    • Title-level flags (code, not gfx)
    • Holding-scope income conditions and such, for scripting purposes
    • More specific familial relationship opinion modifiers (E.G., brothers, uncles, grandparents)
    • Trigger conditions based on combat tactic in use
    • Dynamic dejure drift, allowing modifiers
    • More modifiable demesne limit (similar to how attributes currently work)
    • Requirements specifically for title usurpation, as opposed to creation
    • A more useful region system, allowing scripting based on region, and overlapping regions
    • Variable duchy limit (modifiable by technology for example)
    • Ability to add hidden traits that have no effect until revealed (useful for example for the homosexual trait)
    • Make tyranny moddable
    • Ability to decide whether someone can lead an army or not separately from the marshal position
    • The ability to modify succession crises by the new ruler's age, traits or stats
    • Province decisions
    • A way to disable random traits on a per-character level (E.G., random_traits = no)
    • Any_character and random_character scopes
    • A command to destroy holdings
    • Moddable succession laws (E.G., ability to add new ones)
    • Succession law that requires a definable trait to be present
    • Allow triggered_modifiers for non-rulers
    • Ability to set graphical culture for characters, both in history and through commands
    • Ability to set separate pentarchy groups for different religions
    • The "potential" section for buildings should allow things like NOT and OR
    • Moddable alliances (ability to set non-marriage alliances, change the rules for what constitutes an alliance, etc)
    • Ability to change portrait sets by event
    • Ability to mod what holding types are allowed and available (like Muslim Feudals being able to use both temples and castles)
    • More moddable warscore (events to change warscore, modifiers for specific provinces, etc)
    • Make it possible to set the % of counties needed to form specific titles
    • Allow giving a capital holding (like the Family Palace) to any character type
    • Split up the landed_titles, cultures, and religions files by top-level group (E.G., a file for Christian religions, another for Muslim religions)
    • Allow using the decadence mechanic for any religion
    • Make decadence more moddable (E.G., traits giving decadence/preventing decadence. Character modifiers affecting decadence)
    • More raid related conditions/scopes (E.G: is_raiding = yes, raiding = ROOT, on_action for when loot is returned)
    • Make homeland attrition more moddable, E.G., being able to have several types of it of varying severity and varying tech longevity
    • Add conditions to check the difficulty level, E.G., difficulty = hard, and higher_difficulty_than = easy
    • Add condition for only allowing matrilineal marriages for matriarchal societies (E.G., the Drow)
    • Option to have only female priests in a religion
    • Option to have randomly generated female mayors, or only female mayors
    • A similar system for defining whether or not a specific government can use matrilineal marriages, similar to how it works for religions
    • Similar to duchy_revokation for the Byzantine Empire, add barony_revokation, county_revokation, and kingdom_revokation
    • Add condition "borders_major_river = yes/no" or similar, making it possible to check if a province borders a major river
    • Define holy sites in the religion files rather than the landed titles files so that keeping small mods compatible with other projects becomes simpler
    • A trait flag preventing marriages that preserve your dynasty; E.G., forcing you into matrilineal marriages if you're a man
    • A trait flag giving the character preference in succession over anyone without it
    • Add an on_title_creation on_action with the title as the FROM or FROMFROM scope
    • Allow changing cultures' culture modifier by event, and multiple modifiers being active at once. Static modifiers could still be used to define the modifiers, or event modifiers
    • A religion flag to allow women to take multiple husbands
    • A religion flag to allow women to take male concubines
    • Export "city_holder", "castle_holder", and "temple_holder" to minor_titles or similar, so that modders can decide who can legally hold each type
    • Make more aspects of religion moddable rather than hardcoded to a specific religion. One example is that without pagan_group you can't forbid an unreformed religion to demand conversion as it is hardcoded to the Pagan group
    • Allow setting a specific dynasty as the "dejure" holders of a title, and also allow changing this by event/decision/etc. This could be used to indicate that a dynasty is a "usurper" dynasty, and could be used for opinion penalties and such
    • The ability to change the name of a culture/religion by event
    • The ability to change the capital of a title by event
    • The ability to change what group a religion or culture belongs to by event
    • The ability to define certain names as being for lowborn characters only
    • Add a section to laws determining who can get the law as their default law so that for example some cultures could default to something other than Agnatic-Cognatic
    • The ability to change character type by event
    • Make it possible to toggle trade posts on navigable rivers
    • More extensive trait opinion scripting, E.G., defining opinion bonuses/penalties with specific other traits
    • The ability to change holy sites by event
    • The ability to prevent a religion from using the "heresy_icon" of its parent religion
    • The ability to randomize a number within a range, E.G., age = (int, 20-25), or troop_loss = (float, 0.2-0.4)
    • The ability to change a title's color by event
    • The ability to change the number of holding slots in a province by event
    • A condition to check the number of holding slots in a province, and a condition to check the number of free holding slots in a province
    • Improved variable support, most importantly the ability to compare two variables to see if they're greater, lesser, or equal
    • A new on_action "on_new_holder". Would give the title as FROMFROM, the new ruler as ROOT, and the previous ruler as FROM (ROOT = FROM if the title is created rather than inherited/usurped)
    • Ability to add new diplomatic interactions
    • Allow banning specific religions from converting via diplomacy
    • Allow scripting the availability of diplomatic interactions via "allow" and "potential" sections
    • Allow demesne/crown laws to modify retinue limits by absolute and relative amounts
    • Make it possible to have more than 4 event options, for example via a scrollbar if more options than 4 are available
    • Allow buildings to affect movement speed in the province
    • Make it possible to allow characters to join factions in their own realm. E.G., the emperor joining a faction supporting the power of the church in the empire
    • Add a dynasty_head scope
    • Make it possible to prevent vassals from creating titles higher than their own tier, via crown law
    • Make it possible to prevent vassals from creating titles at all, via crown law
    • Allow destroying random holdings, cities, castles, and temples in a province (destroy_random_holding, destroy_temple, destroy_castle, destroy_city)
    • Allow laws to directly determine whether land can be granted to unlanded women, overriding succession law
    • Allow applying religion mechanics to specific cultures rather than religions. (E.G., one might want to make Mongols able to raid regardless of their religion)
    • any_religion scope, and being able to scope directly to a religion. Would allow changing religion mechanics and reassign heresies on the fly (E.G., orthodox = { can_call_crusade = yes })
    • An event/law/etc modifiable modifier to how much gold is gained from looting. (E.G., loot_amount = 0.05 would give the character 5% more cash from raiding)
    Variables:
    • Allow multiplication and division of variables (like in EU4)
    • Allow comparing two variables
    • Allow comparing the same variable from two different scopes (E.G., var1 in ROOT, and var1 in FROM)
    • Allow effects/conditions to use variables instead of only pure numbers (E.G:, wealth = var)
    • Allow mathematical operations involving multiple variables (E.G., var1 = var2 * var3)
    Defines:
    • Export the diplomacy weights to defines, or even better, make it scriptable
    • Same as above, but for law votes and elective votes
    • Export cooldown for law changes to defines
    • Export the 1 crown law change per life limit to defines
    • Make whether titular duchies count towards the "too many held duchies" limit toggleable
    Technology:
    • Ability to define tech groups
    • Ability to mod tech spread by culture, not just religion
    • Make technology groups moddable, for example by having a file specifically for tech groups, where groups can be defined by the same conditions and scopes as events
    • Improved control over tech (ability to increase specific techs by event, everything in a group, etc)
    Folder exporting:
    • Export static_modifiers to a folder, like has been done with landed_titles and other files
    • Export triggered_modifers to a folder, like has been done with landed_titles and other files
    Localisation/gfx:
    • Ability to change title localisation based on whether the title is independent (E.G., and independent kingdom being a "Kingdom", but a vassal kingdom being a "Grand Duchy")
    • Ability to change title localisation based on whether the title is titular or not
    • Ability to change title localisation based on religion
    • Ability to change title localisation based on culture/religion from outside the landed_titles file, so that mod compatibility is easier to maintain. E.G., by putting it in localisation instead: "d_lancaster_welsh;Rheged;Rheged;Rheged;;Rheged;;; ;;;;;;x"
    • Ability to change title localisation based on culture group rather than the specific culture (E.G., all Arabic cultures might use the same localisation)
    • Break up the localization files by topic. It'd make it much easier to find what you're looking for
    • Add the ability to set at what level CoA randomization starts. Currently you can either randomize all CoAs, or just baronies. I would for example like to leave county CoAs for muslims random, while using the flag-files for duchies, kingdoms, and empires
    • Add the ability to make the random CoAs separate from dynastic CoAs
    • In conjunction with the above, being able to set barony CoAs would be nice
    • Also, being able to set CoA randomization by culture instead of religion
    • In addition, the ability to set random CoAs for specific titles
    • The ability to set a character's dynasty shield as their CoA rather than their primary title
    • Ability to change the CoA of a title by event/culture/religion
    • Expand the moddability of DNA. Number of option slots should not be hardcoded
    • Improve graphical modding
    • A surname section for each culture, for randomly generated characters. Linkable, like given names
    • Religious title names (E.G., different name for Sicily if it is owned by Muslims than if by Christians)
    • Allow localizing unit types by culture (E.G., heavy_infantry_greek;hoplitai)
    • Allow localizing god names by culture (E.G., GOD_THE_LORD_irish)
    • Allow localizing by the combination of religion and culture (E.G., king_muslim_castillan)
    • More moddable UI, E.G., being able to make specific UIs for specific groups
    • Separate localisation for petty kings/kingdom; not all cultures would call it the same as the kingdom tier
    • Ability to put someone's rank after their name (E.G., Genghis Khan rather than Khan Genghis) dependent on culture
    • Ability to use a cultural suffix rather than prefix with "from X" dynasty names. E.G., "Scarboroughde" rather than "de Scarborough"
    • Ability to change the relative frequency of names. (E.G., William might be set to three times as common as Godfrey)
    • Ability to define names unique to a dynasty rather than a culture
    • Ability to limit specific names to the dynasty of the holder of a specific title
    Portraits:
    • Remove the pagan vs. non-pagan distinction with the christian portraits line
    • Allow the religious distinction to be pointed at specific religions or religion groups (To specify, for instance, between "christian portraits" and something more focused like "catholic" or "myaphisite" portraits)
    • Allow the scripting to be dynamic with something like "religion_group_portraits = yes" which would let the user script the "religion" and point the graphicalculturetypes file to the appropriate religion file and line.
    Implemented suggestions:
    • Export landed_titles to a folder, like has been done with characters and traits. Suggested grouping: by top-level title (E.G., e_byzantium, k_sweden)
    • Export dynasties to a folder, like has has been done with characters and traits
    • Export cultures to a folder, like has been done with characters and traits
    • Export objectives to a folder, like has been done with landed_titles and other files
    • Export cb_types to a folder, like has been done with landed_titles and other files
    • Ability to disable death
    • num_of_realm_counties trigger
    • Ability to prevent specific characters from inheriting titles (for example by a flag or a trait)
    • Export the onset of old age into defines
    • Export the minimum age of pregnancy
    • Ability to add modifiers (province, character, etc.) via the history files
    • Ability to set betrothals in history
    • Add_lover should work in history files
    • A condition to check if one title is the dejure title of another
    • Ability to mod women to lead armies
    • A way to set specific traits as invalid for randomized traits
    • Ability to rename titles by event
    • An is_at_sea event trigger
    • Ultimogeniture succession law (youngest child inherits). Was historically used by the Mongols
    • Allow naming titles by the culture of the holder (E.G., "the English Empire")
    • An on_birth on-action trigger
    • Ability to define who can leads armies
    • Export the chance of death from old age into defines
    • Export the hardcoded chances of death into defines
    • Export the multipliers and maxes for opinion from prestige and piety to defines
    • Export the % of counties needed to form duchies/kingdoms/empires to defines
    • Dynasty condition works with specific IDs, not just ROOT/PREV/etc
    • Add condition "matrilineal_marriage = yes/no" in religions
    • A religion flag allowing women to hold temples (female_temple_holders = yes)
    • Retinue triggers are now fully scriptable
    • Allow marrying members of other religious groups (intermarry = religion)
    • Allow splitting culture/religion group across multiple files so that so that keeping small mods compatible with other projects becomes simpler. E.G., allow assigning parent group in the culture/religion itself, so it can exist in an independent file
    • Ability to add ports to inland seas
    Last edited by Meneth; 13-04-2014 at 00:26.
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  2. #2
    Field Marshal Demi Moderator Korbah's Avatar
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    *edit* Nevermind, facepalm moment.

    +1 vote to all of the above.
    Last edited by Korbah; 08-05-2012 at 23:58.
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  3. #3
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    +1, obviously.

    I can't think of anything except I'd like the third colour of the random CoA fixed. It doesn't follow the rules you set in the Coat_of_arms.txt for some reason.
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  4. #4
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    +1

  5. #5
    Added another suggestion:
    Add the ability to set at what level CoA randomization starts. Currently you can either randomize all CoAs, or just baronies. I would for example like to leave county CoAs for muslims random, while using the flag-files for duchies, kingdoms, and empires
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    In regards to that, it'd be nice if we could set baron CoA's!
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  7. #7
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    What can I say?
    Thanks for the initiative!

    and worth repeating:
    Quote Originally Posted by Meneth View Post
    This is meant simply as a set of suggestions for Paradox that would make it easier to mod the game. Further suggestions to the list would be appreciated.
    While the game is already one of the most moddable games on the market, there are areas where it could be further improved. My suggestions are as follows, in no particular order:
    • Export the chance of death from old age into defines
    • Export the onset of old age into defines
    • Export the chance of death from disease into defines
    • Export the multipliers and maxes for opinion from prestige and piety to defines
    • Export the diplomacy weights to defines, or even better, make it scriptable
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  8. #8
    Bleeding for Harder Styles Arko's Avatar
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    Quote Originally Posted by Meneth View Post
    • Break up the localization files by topic. It'd make it much easier to find what you're looking for
    • Add the ability to set at what level CoA randomization starts. Currently you can either randomize all CoAs, or just baronies. I would for example like to leave county CoAs for muslims random, while using the flag-files for duchies, kingdoms, and empires
    • In conjunction with the above, being able to set barony CoAs would be nice
    I can't think of anything except I'd like the third colour of the random CoA fixed. It doesn't follow the rules you set in the Coat_of_arms.txt for some reason.
    +1

    I would add :
    The ability to add sttuff to dynasties file in seprate files like characters history files f.e.
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  9. #9
    Quote Originally Posted by Arko View Post
    +1

    I would add :
    The ability to add sttuff to dynasties file in seprate files like characters history files f.e.
    Will add it to the list.
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  10. #10
    Committed Anti-P'doxian Sleight of Hand's Avatar
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    What about being able to edit infant mortality rates? Sorry if this is already possible but I haven't found it or heard about it.
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  11. #11
    CK2+ Dev. Team zeress's Avatar
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    Quote Originally Posted by Sleight of Hand View Post
    What about being able to edit infant mortality rates? Sorry if this is already possible but I haven't found it or heard about it.
    Wiz essentially has that in CK2+ I believe? Or a workaround for it essentially. Feels like they die more often in it anyways.

    +1 for the Muslim CoA especially, that annoys me to no end!
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  12. #12
    Committed Anti-P'doxian Sleight of Hand's Avatar
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    Quote Originally Posted by zeress View Post
    Wiz essentially has that in CK2+ I believe? Or a workaround for it essentially. Feels like they die more often in it anyways.
    I'd like to know how.
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  13. #13
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    He made them more likely to get sick was the workaround I BELIEVE. ask him in his thread though. Don't want to divert this one too much
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  14. #14
    What about being able to define familial relationships? I want my brothers to hate each other by my grandmother to love me!

  15. #15
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    as i have been/am currently doing alot of modding based around buildings and provinces i would love to see:

    -modifiers purely related to baronial holdings
    -the ability to create new holding types
    -the ability to be able to have event triggers related to baronial things, such as amount of income a barony makes etc.

    thats just from the top of my head.

  16. #16
    Quote Originally Posted by zeress View Post
    Wiz essentially has that in CK2+ I believe? Or a workaround for it essentially. Feels like they die more often in it anyways.

    +1 for the Muslim CoA especially, that annoys me to no end!
    Quote Originally Posted by dauncosony View Post
    What about being able to define familial relationships? I want my brothers to hate each other by my grandmother to love me!
    Quote Originally Posted by apg View Post
    as i have been/am currently doing alot of modding based around buildings and provinces i would love to see:

    -modifiers purely related to baronial holdings
    -the ability to create new holding types
    -the ability to be able to have event triggers related to baronial things, such as amount of income a barony makes etc.

    thats just from the top of my head.
    I'll add it all.
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  17. #17
    +1 to all

    - random_traits=no in character history files
    - the ability to set a character's dynasty shield as their primary gfx to appear on screen

  18. #18
    Quote Originally Posted by knuckey View Post
    +1 to all

    - random_traits=no in character history files
    - the ability to set a character's dynasty shield as their primary gfx to appear on screen
    Added.
    Also, you and any other modders in here should come to the CKII Modding IRC channel linked in my signature
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  19. #19
    First Lieutenant XxIzualxX's Avatar
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    Breaking up those localisation files makes me cringe...

  20. #20
    Field Marshal Zarine's Avatar
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    - A way to check your/enemy tactics during combat

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