• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

WindingArc

Major
91 Badges
Dec 10, 2016
606
1.421
  • March of the Eagles
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron 4: Arms Against Tyranny
  • Victoria 2
  • Crusader Kings II
  • Europa Universalis IV
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome Deluxe Edition
So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we’ll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

@Pavía since you asked, here's my wishlist for new modding features.

Institutions
  • Change the history function in common\institutions\00_Core.txt to treat countries and provinces separately
    • Allow countries to embrace institutions without automatically spreading them to all owned provinces
    • Allow countries to have any proportion of their provinces embrace an institution, but start without the institution embraced
  • Add a country scope effect that causes a country to embrace an institution without spreading the institution to its provinces
  • Add a define that changes the percentage of development that a must have an institution fully present to embrace it
    • If possible, instead add a moddable parameter to institutions to determine how much of a nation's development must have an institution present before a nation can embrace it (e.g. Renaissance might need to be present in 30% of a nation's autonomy-modified development, but Colonialism might only need to be present in 15% of a nation's autonomy-modified development before each can be embraced)

Trade nodes
  • Add modifiers multiplying the incoming, outgoing, and local trade value using the trade node scope
  • Allow a country's share of the trade power in a particular node to be exported to a variable

State effects

Create effects to add and remove each of the following in states, using the province scope and analogous to the add_trade_company_investment effect.
  • Holy orders
  • Edicts
  • Pashas
  • Patriarchs
  • Centralize state

Province effects
  • Add spawn effects for all special units (I think the only types missing now are janissaries and all types of revolutionary guard units)
  • Add a unit drill parameter to the effects that spawn all regular and special units (this obviously wouldn't make much sense for add_unit_construction, though)
  • Create an effect to add and remove the expand infrastructure modifier from a province
  • Create an effect to set/unset a province as the tribal land of a particular tag

Province modifiers
  • Local missionary strength against heathens; local missionary strength against heretics. Both are analogous to existing local_missionary_strength modifier
  • Local land force limit multiplier; local naval force limit multiplier

Country effects
  • Add an effect to set a country's naval doctrine
  • Add one (or two) effect(s) to:
    • Expand a country's administration
    • Increase the number of times a country has expanded its administration so that expanding administration has the correct cost in the future
  • Add an effect to immediately start a disaster, even if a country doesn't meet the disaster's start conditions
  • Add two effects to:
    • Add or remove a country as any of the three types of hegemon
    • Add or subtract hegemon power from a country
  • Add an effect to add/subtract tribal development

Other
  • An effect to add/subtract tribal federation cohesion
  • An on_action for colonial nation formation, analogous to on_create_client_state
  • Moddable AI behavior for national religious conversion
  • An effect to add reforms to the Holy Roman Empire. The inverse of the revoke_reform effect.
  • Add an effect to add and remove Celestial Reforms to the Empire of China. Analogous to the revoke_reform effect for the Holy Roman Empire.
  • A define that gives drill to units that already exist in any start date (not newly trained units) as a function of professionalism. For instance, in later start dates in which countries have 60+ professionalism, their units might start with 60 drill. This value could be set to zero by default to avoid affecting un-modded EU4.
  • Allow province groupings such as trade nodes, trade companies, colonial regions, and institution spreads to be made by area or region and not just by province
  • If possible, make the effects of diplomatic actions moddable. If not, ensure that all diplomatic actions and subject interactions have moddable trigger conditions.
 
Last edited:
  • 8
  • 5Like
  • 1
Reactions:
Way to append something to the estate modding rather than replacing the whole file. As far as I understand whether you want to add an additional estate agenda, privilege, or custom name to a pre-existing estate like nobles, you have to replace the whole 02_nobility.txt file. Makes it impossible to use two mods that deal with the same estate.
 
I suggest to make possible modding of alert flags, outliner, and tooltips. It would allow to implement numerous QoL suggestions as mods.

1. Alert flags

Alert flags should be defined in configuration files. Flag definition should include trigger determining visibility of flag, as well as graphics and tootlip text. In this way it should be possible to disable any built-in flags, alter their behavior (which is sometimes controversial), and to add more flags.

2. Outliner


It should be possible to filter or reorganize/reformat shown data in flexible way. It should be possible to implement this suggestion in mod. Also, it would be great if it was possible to add more entries.

3. Tooltips

Composition of tooltips, including modifier lists and other displayed data, should be moddable. It should not be limited to translated string with a few placeholders for numbers as it is now.

4. Computed values (analytics)

It would be great if outliner and tooltip mods could compute derived values from available data. It might require allowing to use imperative language (e.g. Lua, which is already used in eu4) to write expressions. Bonus points if computed values could be used in all triggers too.
 
As the next DD is about modding changes, here are some more suggestions.

Some ways to allow more interaction with navies and sieges:
- global/local modifiers which increase the malus for besieging an unblockaded fort in the country/province
- global/local modifiers which give an additional dice malus to enemy armies besieging unblocked forts in the country/province

A way to implement a lower combat width in the back row than in the front row. This would allow to fix some of the problems with the current combat system, like cavalry being of little use in the later parts of the game.

Edit: Also some more flexibility regarding attrition and reinforcements would be great.
- A define which modifies the amount of attrition units get for being over the supply limit. The amount has been heavily reduced in 1.30 and there is no way to reenable the higher attrition. Currently, if one has T troops in a province with supply limit S, then one gets A% attrition, if T>=S, with
A=T/S. A modifier M of the form A=(T/S-1)M+1 would be great to make this moddable.
- Defines to change the local reinforcement rate in provinces (currently 10%/50%/100%) and the bonus gained from general maneuver pips (currently 10%) would be great. It would be optimal, if one could also influence to which provinces which modifier applies. But this is probably too complicated to implement.
 
Last edited:
  • 1Like
Reactions:
If it's not too late please add the possiblity to mod government abilities and special units, I wanted to create unique features like the Iqta government for some of the game's nations but these are all hardcoded and we can only mod government reforms.