As always, many of us would like to see some things not hardcoded, so that we can mess up with it ourselves
I hope to create database for Paradox, so that they can know what we would certainly like to mod...
UNIT ORGANISATION
1) If at all possible the new chain of command feature might be moddable. (Bullfog, #3)
2) Number of brigades/division moddable. This would allow some of us to create batalion- instead of regiment-based divisions. (myself, #1)
2a) don't hardcode:
- elements themselves (I would like to be able to change them)
- elements present in game (I would like to add more elements then what is available in the base game. i.e. - if you include 5 elements in the basic game I want to be able to add 5 more) (True Grit,#5)
UNIT MODELS
1) More than 10 models of a unit to create much more (CPack, #12)
1a) leave the number of unit types/attachments effectively infinite (goobermaster, #14)
2) More blank unit numbers to create seperate types ( MTB, corvettes, frigates, long range etc etc) (CPack, #12)
3) Additional line in models description: "upgrade_to" (multiple upgrades possible), where you can specify which models upgrade to which. Upgrades should be specified by mutually excluding technology (FURTHER EXPLAINED, me, #29)
MISSIONS
1)nothing that changes stats should be hardcoded - modders need to change all penalties and bonuses (Volf, #28)
2) All missions' effectivness - this also includes missions like "Carrier Strike on Port", "Naval beach landing limit" and "Over command limit penalty". (me, #1)
2a)Another suggestion: allow us not only to define missions more specifically: their scope (region/state/province), targets (unit_org/province_IC - multiple possible), efficency (probably against each target, to easy modify) and range modifier (FURTHER EXPLAINED, me, #26, #27)
3) I'd also like to see command "can_transport" in unit txt files. (FURTHER EXPLAINED, me, #27)
LEADERS
1) the leader skill/traits system. I'd like to be able to clearly define what causes a trait to be gained (situation, chance per battle/hour of battle, influence of other traits), and if at all possible I'd like to be able to change what skill does on as many levels as possible. (battlecry, #60
MAP
1) Would be really nice to get rid of such word combinations on the map as : Soviet Union, United Kingdom, United States of America.
Also would be really good, if it is possible, to make the on-map province names such as Leningrad, Stalingrad, etc., changable/rewritable. (Terminator, #32)
TECHNOLOGY
1) Would be really awesome to have an unlimited number of possible techs. Something like we have in EU. This would be extremely helpful for all modders (Terminator, #32)
ECONOMY
1) the kinds of IC (if there is more than one in this version) and the kinds of resources that go into producing IC (let modders add more kinds in both, and be able to mod the kinds of resources that go into producing the various kinds of IC if there are more than 1) (OHGamer, #6)
1b) defining new resources, more then one type of IC possible (Vicky-style) (Palisadoes, #61)
2) I would like the amount of usable IC, MP, resources all changeable specially if it can be done by event. This would allow more variation between different approaches to occupation and other similar things. (Garmorn, #16)
2b) I would like to change the time, bombed IC, resources, infra etc. regains. It's way to fast for me now. (CPack, #52)
3) I would like to see a broader variety of resources and a possibility to change provincial resources in-game by events like what we have in Victoria (Terminator, #43)
3a) Not only by events, but by various other factors: enemy occupation, beeing out of supply, strategic bombardment, nuclear strike (various values for various bombs) (me, #45)
4) Possibility to add new resource (also for div usage) factory requirements (if there will be factories) and adding new kinds. (Volf, #44)
5) Id also like to see Economy/Industry options to add other costs to construction besides IC. Alot of fun could be modded if things we build also could cost Metal/Energy/Rares/Cash/Supplies/Leadership and so on. displayed in a Popup (Alex_brunius, #58)
INTERNAL/EXTERNAL POLICY/COUNTRIES
1) leave the number of country tags infinite (goobermaster, #14)
2)Minister traits - both in terms of their effects and to be available functionally to all government positions, and I'd like to be able to add a couple
Leader traits - I'd like to be able to mod the effects and to perhaps make one or two
Slider effects - I'd really, really like to be able to change the effects of slider moves.
Diplomatic/Espionage effects - I'd like to be able to modify the effects of diplomatic and espionage actions - for example, add a small relations boost to concluding a trade agreement, and so on. (|AXiN|, #20)
3) I would like to be able to spawn trade agreements via events, and assign them specific IDs. I would also like to be able to cancel specific trade agreements by ID instead of just cancelling all agreements between two countries. It would also be nifty to be able to set/change cancelable status* for these agreements in the events. (Wobbler, #56)
EVENTS
1)It should be possible to influence ai_chance with other factors, like diplomatic relations and everything else that modders will think of (FURTHER EXPLAINED, AmonRa, #36-7)
2a) It would be really nice to have IF THEN commands implemented in event scripting. Without the use of flags (FURTHER EXPALINED, Gormadoc, #49)
2b) Expanded with the use of IF THEN ELSE (AmonRa, #50)
GAME MECHANICS
1) Make three-letter tags a tradition and not a requirement. Even with all possible three-letter/number tags, there are only 36^3 (if not case-sensitive) or ~45000 tags. Even though this is probably plenty, who wants to read something like "4F9"? Nobody would know what it was without looking it up. (Jamie 550, #22)
2) Units and technology. Have a file where you can link the file for a tech-category to a new unit-file and modifiers-file.
Seperate files instead of one for modifiers would be welcome as well.(ArcticFox, #25)
2b) I'd add: make certain categories folders (like units) and force game to read them all upon loading (me, #26)
3) That is why the timescale shouldn't be hardcoded (Flooper X,#30)
4) No hardcoded modifiers/stats and full support for negative/positive values and comas. (Narakir, #55)
5) Number for tags like in Victoria should be also reintroduced. Eg : TAG = BLABLA value = { 1...3...5 }(Narakir, #55)
AI
1) AI modding possibilities bigger then in previous games (OHGamer, #6)
2) I would like to be able to do calculations in the AI scripts, using user defined variables instead of just having flags.
naval_power_usa = 10 x #BB + 15 x #CV + SQRT (#SS*1,5)
if naval_power_usa < 0.5 * naval_power_japan then start fleet building program (Tegetthoff, #41)
UNIT ORGANISATION
1) If at all possible the new chain of command feature might be moddable. (Bullfog, #3)
2) Number of brigades/division moddable. This would allow some of us to create batalion- instead of regiment-based divisions. (myself, #1)
2a) don't hardcode:
- elements themselves (I would like to be able to change them)
- elements present in game (I would like to add more elements then what is available in the base game. i.e. - if you include 5 elements in the basic game I want to be able to add 5 more) (True Grit,#5)
UNIT MODELS
1) More than 10 models of a unit to create much more (CPack, #12)
1a) leave the number of unit types/attachments effectively infinite (goobermaster, #14)
2) More blank unit numbers to create seperate types ( MTB, corvettes, frigates, long range etc etc) (CPack, #12)
3) Additional line in models description: "upgrade_to" (multiple upgrades possible), where you can specify which models upgrade to which. Upgrades should be specified by mutually excluding technology (FURTHER EXPLAINED, me, #29)
MISSIONS
1)nothing that changes stats should be hardcoded - modders need to change all penalties and bonuses (Volf, #28)
2) All missions' effectivness - this also includes missions like "Carrier Strike on Port", "Naval beach landing limit" and "Over command limit penalty". (me, #1)
2a)Another suggestion: allow us not only to define missions more specifically: their scope (region/state/province), targets (unit_org/province_IC - multiple possible), efficency (probably against each target, to easy modify) and range modifier (FURTHER EXPLAINED, me, #26, #27)
3) I'd also like to see command "can_transport" in unit txt files. (FURTHER EXPLAINED, me, #27)
LEADERS
1) the leader skill/traits system. I'd like to be able to clearly define what causes a trait to be gained (situation, chance per battle/hour of battle, influence of other traits), and if at all possible I'd like to be able to change what skill does on as many levels as possible. (battlecry, #60
MAP
1) Would be really nice to get rid of such word combinations on the map as : Soviet Union, United Kingdom, United States of America.
Also would be really good, if it is possible, to make the on-map province names such as Leningrad, Stalingrad, etc., changable/rewritable. (Terminator, #32)
TECHNOLOGY
1) Would be really awesome to have an unlimited number of possible techs. Something like we have in EU. This would be extremely helpful for all modders (Terminator, #32)
ECONOMY
1) the kinds of IC (if there is more than one in this version) and the kinds of resources that go into producing IC (let modders add more kinds in both, and be able to mod the kinds of resources that go into producing the various kinds of IC if there are more than 1) (OHGamer, #6)
1b) defining new resources, more then one type of IC possible (Vicky-style) (Palisadoes, #61)
2) I would like the amount of usable IC, MP, resources all changeable specially if it can be done by event. This would allow more variation between different approaches to occupation and other similar things. (Garmorn, #16)
2b) I would like to change the time, bombed IC, resources, infra etc. regains. It's way to fast for me now. (CPack, #52)
3) I would like to see a broader variety of resources and a possibility to change provincial resources in-game by events like what we have in Victoria (Terminator, #43)
3a) Not only by events, but by various other factors: enemy occupation, beeing out of supply, strategic bombardment, nuclear strike (various values for various bombs) (me, #45)
4) Possibility to add new resource (also for div usage) factory requirements (if there will be factories) and adding new kinds. (Volf, #44)
5) Id also like to see Economy/Industry options to add other costs to construction besides IC. Alot of fun could be modded if things we build also could cost Metal/Energy/Rares/Cash/Supplies/Leadership and so on. displayed in a Popup (Alex_brunius, #58)
INTERNAL/EXTERNAL POLICY/COUNTRIES
1) leave the number of country tags infinite (goobermaster, #14)
2)Minister traits - both in terms of their effects and to be available functionally to all government positions, and I'd like to be able to add a couple
Leader traits - I'd like to be able to mod the effects and to perhaps make one or two
Slider effects - I'd really, really like to be able to change the effects of slider moves.
Diplomatic/Espionage effects - I'd like to be able to modify the effects of diplomatic and espionage actions - for example, add a small relations boost to concluding a trade agreement, and so on. (|AXiN|, #20)
3) I would like to be able to spawn trade agreements via events, and assign them specific IDs. I would also like to be able to cancel specific trade agreements by ID instead of just cancelling all agreements between two countries. It would also be nifty to be able to set/change cancelable status* for these agreements in the events. (Wobbler, #56)
EVENTS
1)It should be possible to influence ai_chance with other factors, like diplomatic relations and everything else that modders will think of (FURTHER EXPLAINED, AmonRa, #36-7)
2a) It would be really nice to have IF THEN commands implemented in event scripting. Without the use of flags (FURTHER EXPALINED, Gormadoc, #49)
2b) Expanded with the use of IF THEN ELSE (AmonRa, #50)
GAME MECHANICS
1) Make three-letter tags a tradition and not a requirement. Even with all possible three-letter/number tags, there are only 36^3 (if not case-sensitive) or ~45000 tags. Even though this is probably plenty, who wants to read something like "4F9"? Nobody would know what it was without looking it up. (Jamie 550, #22)
2) Units and technology. Have a file where you can link the file for a tech-category to a new unit-file and modifiers-file.
Seperate files instead of one for modifiers would be welcome as well.(ArcticFox, #25)
2b) I'd add: make certain categories folders (like units) and force game to read them all upon loading (me, #26)
3) That is why the timescale shouldn't be hardcoded (Flooper X,#30)
4) No hardcoded modifiers/stats and full support for negative/positive values and comas. (Narakir, #55)
5) Number for tags like in Victoria should be also reintroduced. Eg : TAG = BLABLA value = { 1...3...5 }(Narakir, #55)
AI
1) AI modding possibilities bigger then in previous games (OHGamer, #6)
2) I would like to be able to do calculations in the AI scripts, using user defined variables instead of just having flags.
naval_power_usa = 10 x #BB + 15 x #CV + SQRT (#SS*1,5)
if naval_power_usa < 0.5 * naval_power_japan then start fleet building program (Tegetthoff, #41)
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