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performer

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If the final patch will come, it might be the last chance to include new modding enchancements. If the Dev team has the time, those conditions / effects would be great, so the modders can improve this great game even more.

(all suggestions added in this first entry)

conditions
* condition = { type = same_dynasty } - (inside csc). Checks if char has the same dynasty as the event receiver
* condition = { type = has_claim value = TAG } - checks if char has a specific claim
* condition = { type = is_sibling } - checks if a csc is the sibling of the char (same mother or same father)
* condition = { type = is_father } - checks if a csc is the father of the char
* condition = { type = is_mother } - checks if a csc is the moother the char
* condition = { type = is_heir } - checks if a csc is an other_heir of a char.

csc-conditions
* condition = { type = other_heir } (csc) - this csc condition does not work at the moment
* condition = { type = player_csc } - csc condition. This will change the next condition for the PLAYER's ruler. (in multiplayer games, this condition may choose any player)
* condition = { type = any_heir max=1 } - csc condition. Works like any_precursor. This effect is broken at the moment. If max > than the number of heirs, it chooses the last heir defined by the game enginge).

effects
* effect = { type = change_culture for = [target] value = [culture] } - change culture of a character
* effect = { type = change_to_realm_culture } - change culture of a character to the realm culture
* effect = { type = change_religion for = [target] value = [religion] } - change a character's religion to a specific religion
* effect = { type = change_form_of_goverment for = [target] value = [feudal/republican/ecclestical/knight_order] } - change a ruler's government. Modders have to check if char is a ruler.
* effect = { type = gold/piety/prestige for = [target] value = [sum] } - will make some events much more flexible (right now, we just can adress loyalty to a target char)
* effect = { type = pregnancy father = [target]} - pregnancy of a char (if the char is female and married has to be checked by modders). Father can be added (if not, the child gets mother's dynasty number)
* effect = { type = marriage for = [target] value = [target] } - target weds a target (if this is possible has to be checked by modders)
* effect = { type = add_claim value = [TAG] } - adds a specific claim to a char
* effect = { type = remove_claim value = [TAG] } - removes a specific claim. Modders have to check before if the char has this claim.
* effect = { type = alliance value = [target] } - sets an alliance between char and target (if possible has to be checked by modders)
* effect = { type = vassal value = [target] } - char becomes vassal of target (if possible has to be checked by modders)
* effect = { type = peace value = [target char] } - works like declare_war. Modders have to check if the target char is an enemy of the receiver char.
*effect = { type = change_dynasty for = [target] value = [target] } - adopt or legitimize a target and change his dynasty number. Must be used carefully and sparingly by modders.

create courtier effect
* effect = { type = create_courtier value = { culture = [culture] religion = [religion] dynasty = [dynasty number] } - to create unique characters with a specific culture, religion and/or dynasty. Example: effect = { type = create_courtier value = { culture = turkish religion= jewish dynasty = 8567 }

new targets
* target = [TAG] - adresses to the ruler who owns a tag. Modders have to check if this tag does exist ( via exists value = [tag])
* target = player - adresses to the current ruler of the player, so you can change from ai events to non-ai-events. In multiplayer games, this target may become 'false'.

new government form = empire
* adding a fifth government form for empires (which behaves like noble gov) would be extremly helpful. See here: http://forum.paradoxplaza.com/forum/showpost.php?p=8697137&postcount=21 . (To do: add the empire tag , and in text.csv the new titles:
TIER_EMPIRE;Empire of;;;;;;;;;;X
TIER_EMPEROR;Emperor;;;;;;;;;;X
TIER_EMPRESS;Empress;;;;;;;;;;X
 
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condition = { type = has_claim value = TAG } - checks if char has a specific claim
effect = { type = add_claim value = TAG } - adds a specific claim to a char

condition = { type = liege value = { natural_liege = yes/no } } - to check if the liege of the character getting this event has the natural liege tag (duke or king of the character's own tag as defined in Province.csv). This would return GERM for German dukes, and maybe also GWYN for a count in the Gwynned province, etc..
effect = { type = add_title_claim value = natural_liege } - adds a claim to the natural liege, as per above. This would give an Italian duke under GERM-BURG-ITAL a claim to ITAL only.

Fix type = is_sibling; type = is_father; type = other_heir so they work.

effect = { type = create_courtier value = { culture religion }
Example: effect = { type = create_courtier value = { turkish jewish } -- to create a courtier of a specific culture and religion (A turkish Jew in the example).

effect = { type = alliance value = target } -- sets an alliance between receiving character and the previously checked target
effect = { type = marriage value = target } -- sets a marriage between receiving character and the previously checked target


effect = { type = vassal value = target } -- sets receiving character's title as vassal of the previously checked target's title
 
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effect = { type = create_courtier value = { culture religion }

I would also like the idea to create a courtier of a specific dynasty:

effect = { type = create_courtier value = { culture = [culture] religion = [religion] dynasty = [dynasty number] }
 
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The target-function "previous_char" should be fixed as well (does not work at all). This should be the target I mentioned before as the "last"-target.

Another very useful target would be "player_ruler", so we can adress effects directly to the player.
 
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Dinasty names linked to province AND culture OR group of cultures.

dynasty = {
id = { type = X id = Y }
name = "Paradoxian"
province = { Z }
culture_group = { european/westerneuropean/swedish/whatever }
}


EDIT: sorry, noticed now the thread is about "events" :eek:o
 
I'd like to see extra free ProvID's assigned to any final patch, it would make editing a hell of a lot easier, and the EU2'rs got it so why can't we? ;)
 
Some new ideas

* condition = { type = player_csc } - csc condition. This will change the next condition for the PLAYER's ruler

* target = player - adresses to the current ruler of the player, so you can change from ai events to non-ai-events.
 
First, I'm glad to hear that Pdox has decided to patch CK once again. With HOI3 coming out in a few months it is a welcome surprise.

My suggestion - a char event command to ensure the game doesn't waste time examining dead people for events. My understanding is that is is the cause of a lot of late game slowdown. let's say if

condition (type = alive = yes) yields true then the game processes the rest of the event. Otherwise it just skips over the rest of the commands.
 
My suggestion - a char event command to ensure the game doesn't waste time examining dead people for events.
I think your are wrong; the program does not check events for dead people. They can just check dead people in csc conditions (which is useful, e.g. if you want to know if your father was a cruel man or not, you can check it in the csc ...

condition = { type = father
condition = { type = trait value = cruel }}

And there is a condition to check if a char is alive

condition = { type = is_alive }

... turns true when a char lives ;-)
 
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