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And now ?

Add to the request : MIN_PREGNANCY_AGE
Well, I did get a look through once. Can't say I actually saw anything on this list that was implemented in 1.07, though I might've missed something.
Adding that to the list.
 
Being able to change around which religions are mainstream and which are heresies during gameplay ( ATM it is very buggy if you try it with more than one religion)
 
Being able to change around which religions are mainstream and which are heresies during gameplay ( ATM it is very buggy if you try it with more than one religion)
Actual bugs should be reported rather than posted here ;)
 
I couldn't see anything about specifying betrothals and matrilineal marriages in the history files, or have I missed it?

I'd also like ultimogeniture, but that could probably be implemented for the Mongols as opposed to just being added for modders to use. Either way it'd be a great addition to the game.
 
I couldn't see anything about specifying betrothals and matrilineal marriages in the history files, or have I missed it?
Matrilineal marriage is done by setting spouse from the woman's perspective to my knowledge.
I'll add betrothals to the list.

I'd also like ultimogeniture, but that could probably be implemented for the Mongols as opposed to just being added for modders to use. Either way it'd be a great addition to the game.
What's ultimogeniture?
 
Matrilineal marriage is done by setting spouse from the woman's perspective to my knowledge.
I'll add betrothals to the list.
I've heard this mentioned but wasn't aware that it was confirmed. I'll have to check. Do you know if it works consistently?

What's ultimogeniture?
Essentially the reverse of primogeniture, whereby the youngest son/brother inherits everything. I don't think it would be that hard for the devs to add.
 
I've heard this mentioned but wasn't aware that it was confirmed. I'll have to check. Do you know if it works consistently?
Never used it myself, but from what I've heard it works fine.

Essentially the reverse of primogeniture, whereby the youngest son/brother inherits everything. I don't think it would be that hard for the devs to add.
I'll add it to the list.
 
Actual bugs should be reported rather than posted here ;)

It's not really broken in the game, it's just that modding it causes it to break. ( it's probably not meant to be modded.)
 
Thank you for this list. It would really be useful.

And signed, I guess.
 
Meneth, I just tested your matrilineal theory with Tamar the Great of Georgia:

Code:
466517 = {
	name="Tamar"
	female = yes
	dynasty=507
	martial=8
	diplomacy=7
	intrigue=7
	stewardship=8
	religion="orthodox"
	culture="georgian"
	add_trait="charitable"
	add_trait="diligent"
	add_trait="patient"
	add_trait="lustful"
	add_trait="zealous"
	add_trait="grey_eminence"
	father=216515
	mother=216540
	1166.1.1={
		birth="1166.1.1"
	}
	1187.1.1 = {
		give_nickname=nick_the_great
	}
	1189.1.1={
		add_spouse = 466516
	}
	1212.1.8={
		death="1212.1.8"
	}
}

I made her the main partner in her marriage to David Soslan of Alania, and it loaded up as a regular marriage.

They are of the same dynasty, though, so I'm not sure if that played a part in the outcome.

I really do think we need a proper matrilineal marriage function, though, as it seems pretty random at the moment. I'm sure it's not WAD.
 
Meneth, I just tested your matrilineal theory with Tamar the Great of Georgia:

Code:
466517 = {
	name="Tamar"
	female = yes
	dynasty=507
	martial=8
	diplomacy=7
	intrigue=7
	stewardship=8
	religion="orthodox"
	culture="georgian"
	add_trait="charitable"
	add_trait="diligent"
	add_trait="patient"
	add_trait="lustful"
	add_trait="zealous"
	add_trait="grey_eminence"
	father=216515
	mother=216540
	1166.1.1={
		birth="1166.1.1"
	}
	1187.1.1 = {
		give_nickname=nick_the_great
	}
	1189.1.1={
		add_spouse = 466516
	}
	1212.1.8={
		death="1212.1.8"
	}
}

I made her the main partner in her marriage to David Soslan of Alania, and it loaded up as a regular marriage.

They are of the same dynasty, though, so I'm not sure if that played a part in the outcome.

I really do think we need a proper matrilineal marriage function, though, as it seems pretty random at the moment. I'm sure it's not WAD.

If you use a combination of effect = { } and add_spouse_matrilinear (spelling?) you can set matrilinear marriages. Taking tamar as an example it would be :

Code:
466517 = {
	name="Tamar"
	female = yes
	dynasty=507
	martial=8
	diplomacy=7
	intrigue=7
	stewardship=8
	religion="orthodox"
	culture="georgian"
	add_trait="charitable"
	add_trait="diligent"
	add_trait="patient"
	add_trait="lustful"
	add_trait="zealous"
	add_trait="grey_eminence"
	father=216515
	mother=216540
	1166.1.1={
		birth="1166.1.1"
	}
	1187.1.1 = {
		give_nickname=nick_the_great
	}
	1189.1.1={
		add_spouse = 466516
                effect = {
                      spouse = {
                           remove_spouse = spouse
                           add_spouse_matrilinear = ROOT
                      }
                 }
	}
	1212.1.8={
		death="1212.1.8"
	}
}

That would change the marriage to a matrilinear one. Although if you started after his death it would be recorded as regular

EDIT: just checked, the command is add_spouse_matrilineal
 
Last edited:
EDIT:
In the history files we can use employer = ID to get this effect, to put characters in specific courts at a certain date. Basically I want an extension of this command to make it available to the scripting engine and take targets.

Original below.

I'd like to get a 'employer' command, to move someone to a target's court. Currently we can change someone's liege, but this won't do it for unlanded characters, and isn't always the right choice. Basically it should work like 'banish' only with a set target court.

'employer' (or whatever) should take any valid identifier like 'liege', 'father', 'mother', 'PREV', 'FROM', 'ROOT' etc..

Example code if this were implemented:
Code:
character_event = {
	id = foo
	desc = "As a child, you should really be at home with your parent."
	picture = "GFX_evt_child_play"
	
	trigger = {
		is_ruler = no
		NOT = { age = 16 )
		NOT = { any_liege = { dynasty = ROOT } }
		NOT = { at_location = father }
		NOT = { at_location = mother }
		OR = {
			father = { is_alive = yes }
			mother = { is_alive = yes }
		}
		NOT = { has_global_flag = startup_children_moved }
	}
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "Go Home"
		IF = { #father alive
			limit = { father = { is_alive = yes } }
			[COLOR="#FF8C00"]employer = father[/COLOR]
		}
		IF = { #mother alive
			limit = { father = { is_alive = no } mother = { is_alive = yes } }
			[COLOR="#FF8C00"]employer = mother[/COLOR]
		}
		set_global_flag = startup_children_moved
	}
}
 
Last edited:
As in the Lux Invicta thread:

"I really feel we need a way to have infinite definable pentarchy systems ("pentarchy = germanic" instead of "pentarchy = yes") :p"
 
abitlity to add a negative/exclusive preresiquites for buildings. to make the construction of a build excluding the possibility to build another later.
in clear, to create separate/specialised buildings chains.
 
EDIT:
In the history files we can use employer = ID to get this effect, to put characters in specific courts at a certain date. Basically I want an extension of this command to make it available to the scripting engine and take targets.

Original below.

I'd like to get a 'employer' command, to move someone to a target's court. Currently we can change someone's liege, but this won't do it for unlanded characters, and isn't always the right choice. Basically it should work like 'banish' only with a set target court.

'employer' (or whatever) should take any valid identifier like 'liege', 'father', 'mother', 'PREV', 'FROM', 'ROOT' etc..

Example code if this were implemented:
Code:
character_event = {
    id = foo
    desc = "As a child, you should really be at home with your parent."
    picture = "GFX_evt_child_play"
    
    trigger = {
        is_ruler = no
        NOT = { age = 16 )
        NOT = { any_liege = { dynasty = ROOT } }
        NOT = { at_location = father }
        NOT = { at_location = mother }
        OR = {
            father = { is_alive = yes }
            mother = { is_alive = yes }
        }
        NOT = { has_global_flag = startup_children_moved }
    }
    mean_time_to_happen = {
        days = 1
    }
    
    option = {
        name = "Go Home"
        IF = { #father alive
            limit = { father = { is_alive = yes } }
            [COLOR=#FF8C00]employer = father[/COLOR]
        }
        IF = { #mother alive
            limit = { father = { is_alive = no } mother = { is_alive = yes } }
            [COLOR=#FF8C00]employer = mother[/COLOR]
        }
        set_global_flag = startup_children_moved
    }
}
Try using reverse_banish.
abitlity to add a negative/exclusive preresiquites for buildings. to make the construction of a build excluding the possibility to build another later.
in clear, to create separate/specialised buildings chains.
Will add it.
As in the Lux Invicta thread:

"I really feel we need a way to have infinite definable pentarchy systems ("pentarchy = germanic" instead of "pentarchy = yes") :p"
Will add it.