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Thread: Suggestions for Improved Moddability

  1. #81
    Two part request for cultures.txt
    1. Export as a separate folder with individual files for each culture group.
    2. Add a new "surnames" section for each culture. This would provide surnames for any randomly generated characters. Allow them to be linked to other culture surnames like given names are currently, since some surnames are found in multiple cultures, but spelled differently.

  2. #82
    Swordless Knight Kingslanding's Avatar
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    +1 to the lovely list, now if only...
    All gifts are edged....

  3. #83
    Private m0rp's Avatar
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    +1, more moddability would be great

  4. #84
    Quote Originally Posted by duinnin View Post
    Two part request for cultures.txt
    1. Export as a separate folder with individual files for each culture group.
    2. Add a new "surnames" section for each culture. This would provide surnames for any randomly generated characters. Allow them to be linked to other culture surnames like given names are currently, since some surnames are found in multiple cultures, but spelled differently.
    Added to the list.
    Paradox Wikis - Information about all current games developed by Paradox Interactive
    [CKII Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    [CKII Mod Project] Historical Immersion Project - A modular project consisting of Project Balance, SWMH, VIET, ARKOpack, and NBRT+

  5. #85
    Lt. General Keanon's Avatar
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    The ability to divide random CoA's into cultures instead of religions only.
    - PATRVM - For Crusader Kings II
    SCVTA / TERRÆ - Shields / Map

  6. #86
    Quote Originally Posted by Meneth View Post
    Ah, no you cannot change those specifically AFAIK. You can only change movement speed on a per-terrain basis.
    Added to the list.
    Would the "export holding-level modifiers" cover things like province tech levels, and per-province terrain-related transit times? I'm working on an Abyssinia mod and would like to modify provincial tech values for game start, as well as transit time penalties in owned mountainous provinces (e.g., 10-20% penalty over plains/desert/"normal" for your armies [and maybe for allies], while keeping current transit penalties for invaders or reducing them only slightly).

    Overall, though, an excellent set of proposals. Another +1 here.

  7. #87
    Captain Necazian's Avatar
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    +1

  8. #88
    Quote Originally Posted by Keanon View Post
    The ability to divide random CoA's into cultures instead of religions only.
    Good one!

  9. #89
    Quote Originally Posted by Keanon View Post
    The ability to divide random CoA's into cultures instead of religions only.
    Added.
    Paradox Wikis - Information about all current games developed by Paradox Interactive
    [CKII Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    [CKII Mod Project] Historical Immersion Project - A modular project consisting of Project Balance, SWMH, VIET, ARKOpack, and NBRT+

  10. #90
    Quote Originally Posted by James The 1st View Post
    I'll sign, better moddability is always good.
    I'd love to see more mod-ability, too. But I wonder if all that flexibility might have some negative performance impact.

  11. #91
    Hey Meneth, I think you forgot to include my suggestions

  12. #92
    Quote Originally Posted by Velho e Bom Joe View Post
    Hey Meneth, I think you forgot to include my suggestions
    Added as a link now.
    Paradox Wikis - Information about all current games developed by Paradox Interactive
    [CKII Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    [CKII Mod Project] Historical Immersion Project - A modular project consisting of Project Balance, SWMH, VIET, ARKOpack, and NBRT+

  13. #93
    Loving some of the proposals.

    I would like more control over demesne limit. The current system is rather passive. Maybe make it so that it's influencable by character modifiers?

  14. #94
    Captain Dysydent's Avatar
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    It would be great if there would be ability to make new succession law (as I heard now it is impossible). If so, we could make a HRE mod to make only people with certain traits (elector) could vote for new Emperor.
    Nationality: Ashkenazi
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    Issues: Laissez-faire/Full Citizenship/Pacifism/Pluralism
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    אֶרֶץ יִשְׂרָאֵל- The mod about Israel

  15. #95
    Duca di Firenze CJL78's Avatar
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    great petition, meneth.

    I would ask to add more capability to defining conditions for creating/usurping titles; many triggers do not seem to work
    Also the ability to check whether a title is the de jure liege of another title, (as opposed to is_de_jure_liege only working for characters)

  16. #96
    Ability to add ports to coastal provinces that aren't connected to mediterranean sea provinces. I found a way to add ports but only by connecting the caspian/red seas to mediterranean. (ghetto)

  17. #97
    Modding Paladin RedRooster81's Avatar
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    Quote Originally Posted by Hokibukisa View Post
    Ability to add ports to coastal provinces that aren't connected to mediterranean sea provinces. I found a way to add ports but only by connecting the caspian/red seas to mediterranean. (ghetto)
    Someone mentioned elsewhere that the game really works only with interconnected sea zones, so you would have to connect the Red Sea and its connected zones to the Mediterranean.

  18. #98

  19. #99
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    +1 , great idea!

  20. #100
    Bleeding for Harder Styles Arko's Avatar
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    Possibility to add conditions to de jure drift to make it dynamic on culture/religions/crown autority and such...
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    Mini MODs is the answer !

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