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:
(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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