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Divine

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@Divine , is there a possibility of more mathematical operations on variables, such as divide_variable, multiply_variable etc (like in CK2) coming in the next patch?

EDIT: Same with comparing two variables. I mean, CK2 has modding features Stellaris doesn't!
I'll take a look on that. It would definitely make variables a lot more useful.

Please add a "tile = {}" scope for pops so we can make pop events contingent on the attributes of a tile they are in, or limit event event effects based on the attributes of the tile they are in.

I really want to add modifiers to pops based on the buildings they work in, so we can create differences in happiness and other characteristics between the pops that work in the government centers and research labs and those who work in mines and farms. A lot of sci-fi is about utopia or dystopia and it would be cool if players could choose between creating really exploitative buildings that cost less to build/maintain but kill pop happiness, or buildings with really safe and good conditions that cost more but keep pops happier.
There already seems to be a tile-scope (Eg "random_pop = { tile = { remove_building = yes } }" ) available from the pop-scope. So it should be possible to do what you want at least from the perspective of available scopes.
 
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Yard1PL

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I'll take a look on that. It would definitely make variables a lot more useful.

Please do, I am coding a parliamentary system that makes extensive use of variables (getting halves, comparing the variable values) and right now I would have to use very performance demanding, long and unsafe workarounds to do anything.
 

knuckey

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The ability to have pops in more than one faction may be useful, an example for use could be non-beligerent factions like political parties or senates.
 

Vorgx

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It would be great to add modifiers and prerequisites to section templates. So that you can make mods that allows more section templates with more research and allow these news sections to have special modifiers like... MORE HP and MORE SHIELD
 

UberWaffe

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Expansion of trait restrictions / requirements with other traits and technology.

For traits currently we only have opposites = { "trait_telepathic" }
I request prerequisites_trait = { "trait_natural_psionic" } or a similar tag to make one trait require another.
-- This will allow trait chains, or say perhaps a trait that gives no bonus initially but allows for more powerful genetic modifications later in the game.

I also request that for traits (with regards to in game gene modification) have prerequisites_tech = { "tech_psionic_boosters" }
-- This will allow certain traits to be gated for later, as opposed to everything just becoming available once gene modding is researched. Along with prerequisite_trait this also allows trait chains that can be gated over the tech tree as a whole, as well as being only allowed if you had initially chosen at least the start of the chain.

Finally, that technologies can have trait requirements such as prerequisites_trait = { "trait_natural_psionic" }. This would take the primary (perhaps most populous? Or at least have X number of pops with this trait?) species traits into account.
-- This (along with the first two) can allow for species / empires that are entirely diverse, in technology trees as well.
Example: Only natural psionics get access to the psionic weaponry tech tree, or the psionic happiness centres. While only patient species get access to the influence boosting technology tree.
 
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dskod1

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UPDATED
 

IG11

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Nice thread, hope ideas are actually taken from here.

Wishlist:
Ability to get_species_name = and set_species_name to change names through events or make generated species have specific names.
Ability to get_species_portrait = and set_species portrait = to change the portraits of species
Ability to set AI weights for species_class selection rather than just randomized = yes/no
Ability to make government types player only. (is_ai = no) and (NOT = { is_ai = yes } ) both block players from selecting them in the Empire Creator
Ability to change_founder_species = (change_dominant_species does nothing/is broken)
Ability to make buildable pops cost minerals in maintenance
Ability for sectors to purchase buildable pops with their resources
Greater control over the xenophobia modifier (xenophobes fear robots, which is stupid)
Planet_Owner and Pop_Owner scopes
Ability to weight AI selecting different government types.
Ability to create new species_classes that DON'T have unique ship types or city types. Also new ship and city types that don't require a new species_class.
Ability to put the names of a buildable pop species as viable arguments for "species = " (ie. species = buildable_pop_robot_1 )

I'll probably think of some more later. These come from stumbling blocks I've encountered in my own modding.
 

Dibujor

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It would be nice to have triggers to look "what the leaders are doing" for example, look if a scientist is commanding a science ship, so that I can change his clothes (uniform when on ship, lab coat when researching "on planet") the same way we can do with pops (you can trigger new clothes if pops are enslaved, or depending on the type of planet they're in for example)
 

SaintDaveUK

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It would be nice to have triggers to look "what the leaders are doing" for example, look if a scientist is commanding a science ship, so that I can change his clothes (uniform when on ship, lab coat when researching "on planet") the same way we can do with pops (you can trigger new clothes if pops are enslaved, or depending on the type of planet they're in for example)

Unless I am mistaken, I don't think leaders can change once they have been generated. It would be cool if Paradox can create an effect that manually triggers a portrait update:

Code:
leader = {
       update_portrait = {
              phenotype = yes
              color = yes
              hair = yes
              clothes = yes
       }
}
 

Dibujor

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Unless I am mistaken, I don't think leaders can change once they have been generated. It would be cool if Paradox can create an effect that manually triggers a portrait update:

Code:
leader = {
       update_portrait = {
              phenotype = yes
              color = yes
              hair = yes
              clothes = yes
       }
}
Well, you can do it with pops, you can update the portraits. I've tried with the clothes and they keep the same face while changing clothes. I can change their clothes when I enslave them, depending on the type of planet they're in...

It would be nice to do the same with leaders. Be able to look the state of the leader and change their portrait. But I thik the problem in this case is that I can't tell the leader
Code:
 = {ship = {is_ship_class = shipclass_science_ship}}
like I can with planets for pops. This exact example would only apply to scientist really since the other types of leader are bound to just one place: planets for governors and generals, ships for admirals). But it would be nice to have what effect you suggest.

I haven't tried yet but I think I can change the clothes of governors depending the type of planet the same as with the pops, using
Code:
 = { planet = { is_planet_class = pc_arid } }
after the clothes texture assignment.
 

Shirokitsune

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Please share with us the uses of the reload console commands...

I have found these, but maybe there are many more.

reload main.gui
reload loc
reload assets
reload mesh
reload anim
reload assets _mammalian
 

Warial

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I want the option to add a new weapon size (XL)
PDX wants to add those in one of the new paltches, so you will get what you want already.
 

Dibujor

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It would also be nice to be able to tie images to species instead of government types, specifically the diplomacy "windows" and the leader backgrounds (under the spoiler button there's the images I'm talking about). I feel those are more representative of the architecture of the species than to the form of government. I'd like to be able to make a custom one for mi new species



This are the images I'm referring to (gfx>portraits>city_sets):

bURC8XE.jpg
NNyR8GJ.jpg
pjJtrQ4.jpg
 
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BigPharma

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Traits should be able to have fully scriptable triggers, just like in CK2. At the moment, all traits are available to everyone all the time and there's no real flexibility nor possibility of emergent traits. Another complaint is that not all modifiers can be attached to traits, requiring modders to have to work around it by applying static modifiers to the country scope. It would be extremely useful and make trait modification more engaging to open up the possibilities of what abilities/modifiers they unlock.

One other minor change that would also be useful from an aesthetic standpoint is to allow layers to be applied to portraits dependent on traits, another functionality from CK2.
 
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Iyur

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It will be really cool to have possibilities with sector manipulation. There are two general suggestions:

1. Allow us to get the active sector focus

I mean, the chosen sector_type. Currently the game mechanics allows us to make our own additional sector types and it even looks workable. But we cannot get the sector type from any scope, like edicts, for example. So it could be smth like this:
Code:
every_sector = {
            limit = {
                type = industrial
            }
}

2. Expand sector scope triggers and effects

I've found, that the Sector scope is workable, but allows only a few options, like a switching between instances. Smth like:
Code:
# applying name to all planets in a certain sector where there is at least one planet with edict
every_planet = {
                limit = {
                    sector_controlled = yes
                    has_edict = sector_edict        
                }
            
                sector = {
                    every_planet = {
                        limit = {
                            sector_controlled = yes                
                        }
                        set_name = Sectorial
                    }
                }
}

But it's only a switching. Seems, that we cannot apply any effect or some more complex conditions to this. So, it would be great, if this scope will be expanded with more features.
I think, this improvements are really important and would give a lot of interesting moments to mid and late gameplay. And it's seems not so hard to implement : )
 
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