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:Scripting:
- Ability to create new types of holdings
- Ability to specifically modify sea to land movement times and vice versa
- Ability to add ports to inland seas
- Multiple levels of religion, not just religion group and specific religion
- Ability to mod mapmodes (farfetched, I know)
- Ability to add more title tiers
Defines:
- 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
- Traits inheritable via succession
- 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
- Retinue triggers beyond just culture. Preferably fully scriptable like plots for example are
- A way to limit retinues to specific title tiers and above; E.G., only dukes and above
- 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
Technology:
- 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
Folder exporting:
- 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)
Localisation/gfx:
- 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
Implemented suggestions:
- 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
- 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
- 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)
- Ability to add more than 16 terrain types/textures
- 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)
- 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









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