• 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.

Slime99

Major
15 Badges
May 3, 2017
556
368
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Crusader Kings III
on_monthly_pulse on_action could be useful for custom variable income. This could be worked around by adding an on_startup event that then triggers another event a month after, but I think that would hurt the CPU.
 

Andrelvis

The Last Ghibelline
76 Badges
Apr 30, 2006
5.598
9.962
  • 500k Club
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
on_monthly_pulse on_action could be useful for custom variable income. This could be worked around by adding an on_startup event that then triggers another event a month after, but I think that would hurt the CPU.

Why would setting up an event like that hurt the CPU?
 

Slime99

Major
15 Badges
May 3, 2017
556
368
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Crusader Kings III
Why would setting up an event like that hurt the CPU?
Well if I have a custom currency X and I want to apply this currency to every ruler for example, the startup event would need to start the event chain for every ruler and then repeat itself forever. Then another event would need to check every possible character to apply this variable. This could be pretty harsh on the CPU, but then again my computer's pretty old so this could work perfectly fine on better computers.
 

Andrelvis

The Last Ghibelline
76 Badges
Apr 30, 2006
5.598
9.962
  • 500k Club
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
Well if I have a custom currency X and I want to apply this currency to every ruler for example, the startup event would need to start the event chain for every ruler and then repeat itself forever. Then another event would need to check every possible character to apply this variable. This could be pretty harsh on the CPU, but then again my computer's pretty old so this could work perfectly fine on better computers.

I'm not sure I see any performance difference in comparison to using a monthly pulse on-action? In both cases you need one event that is repeats itself each month.
 

ngppgn

Field Marshal
19 Badges
Jan 29, 2011
3.508
656
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
Events have to be maintained in memory, so each character would hold some data to specify '' need to receive an event in X days' on-actions, on the other hand are stored globally. But that's memory overhead, not processor time. If the delayed event are layed out so that each character had teir own counters tbat need updating every day, then indeed that'd be slower than running a monthly on-action each day for every 30th character. Don't know how significant that overhead would be.

The main benefit in any case, would br for code robustness (less chances to mess up your scripts. For example an eady way to mess the scripts is doong the monthoy calculations for all characters the same day of the month, instead of distributing them evenly).
 

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Allow dis-/enabling the usage of portages between major rivers independently from the ability to navigate major rivers. This would allow to let other characters still use major rivers with ships, while only allowing Vikings to traverse the sections over land. This would still mean distinct and interesting gameplay for Vikings, but major rivers for others who certainly used them (even the Romans had warships on the Rhine).
  • Related to above (though not as important): Allow modders to create additional types of "crossings" in addition to portages and narrow straits, with different effects on armies traversing. For example to simulate mountain passes that inflict harsh attrition, or desert crossings that give maluses to everything but camel warriors.
 

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
Hmm, I just remembered a few more:
  • An "effect = {}" history command for provinces, like the one for characters. Would allow for the scripting of historical province modifiers, spawning diseases via history and much more.
  • When using the moddable councilor actions, a way to display text on provinces, in addition to colouring them. Would give for a better overview than tooltips which are only displayed individually when hovering over a province. Alternatively, a way to colour in several shades of colours simultaneously to convey more complex information - like two stripes of different colours, if a vassal and liege have different stances towards a province (like is the case with some proper mapmodes).

While I'm here again, I would also like to point out how immensely useful it would be to have a (toggleable) way to exclude on-map characters from receiving normal events/decisions/interactions, like offmap characters do. Would be immensely useful for simulating the settlement of "wilderness" provinces, and thus probably a large number of mods.
I'm aware that this isn't the place to nag or beg - but pretty please, that'd be so cool!
Ok now I'll stop being annoying.
 

DC123456789

Field Marshal
87 Badges
Oct 22, 2012
6.422
2.476
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Surviving Mars
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Stellaris: Distant Stars
  • Stellaris: Galaxy Edition
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
An "effect = {}" history command for provinces, like the one for characters. Would allow for the scripting of historical province modifiers, spawning diseases via history and much more.

The effect block works in title history, which is generally a good enough workaround with the location scope.
 

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
The effect block works in title history, which is generally a good enough workaround with the location scope.
Ah, thanks, didn't know that! Will try that out, if it works it will be a sufficient workaround for me.
 

kuczaja

Sergeant
12 Badges
Oct 28, 2012
81
15
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • 500k Club
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Imperator: Rome
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
Maybe some ability to remove character from war? I know we can now bypass this via changing liege but something like "withdraw_from_attacker_wars" would be nice. Along with stealing event troops it would allow us to do some scripted betrayals.
 

kuczaja

Sergeant
12 Badges
Oct 28, 2012
81
15
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • 500k Club
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Imperator: Rome
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
I would love to have script command to force character to hire some mercenary. Something like:

hire_mercenary = { title = d_xyz location = location_id }

And "Unsafe_hire_mercenary = { title = d_xyz location = location_id }" which would skip any "potential" scope and work regardless of current employer of this company
 

NavigatorNebula

Corporal
38 Badges
Aug 7, 2014
43
3
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: Cadet
  • Crusader Kings III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
It would be very cool if the vanilla request_to_rank_up_within_society decision were restricted to just the vanilla societies. Because it's valid for *any* society member, its impossible to script custom rank up decisions for anyone except players, who use the society_rank_up_decision from the society definition. The only option is to override the entire mnm_society_decisions.txt, and thus makes it impossible for multiple mods to co-exist and use this functionality. I don't think anyone would mind having to copy-paste their rank-up decisions for their custom societies if they wanted to use the vanilla logic.
 

TheBoxFox

Private
61 Badges
May 17, 2016
15
5
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect
  • Crusader Kings III
  • Age of Wonders III
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Golden Century
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Lithoids
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
My suggestion is to allow the potential for traits to give bonuses (or maluses) to other scopes (such as spouse or liege). Like having a legendary general trait giving monthly prestige to their fortunate liege. Great engineers impacting the construction time or costs of their liege, or traits that give bonuses to your spouse, (Though currently they do give a bonus from their stats to the state of course). Of course the potential scopes would probably need to be limited. But liege and spouse would probably be the most useful ones.
 

Rydelfox

Lt. General
90 Badges
Oct 30, 2016
1.476
12
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
I haven't played much HOI4 and done no modding with it, so I wasn't aware of that system, but now that I see it, I want to emphatically second kfkots's request - there are so many things I would love to do with that.
 

blackninja9939

Experienced Programmer - Crusader Kings 3
Paradox Staff
78 Badges
Aug 28, 2013
2.401
7.847
  • Crusader Kings III
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Crusader Kings II
  • Crusader Kings II: Holy Fury
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Stellaris Sign-up
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Crusader Kings II: Conclave
  • Crusader Kings II: The Republic
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Sunset Invasion
I am 99% sure we are on a much older GUI system than HoI4, trying to smash that new system into CK2 sounds like it would be quite difficult and time consuming.
 

Andrelvis

The Last Ghibelline
76 Badges
Apr 30, 2006
5.598
9.962
  • 500k Club
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
My suggestion is to allow the potential for traits to give bonuses (or maluses) to other scopes (such as spouse or liege). Like having a legendary general trait giving monthly prestige to their fortunate liege. Great engineers impacting the construction time or costs of their liege, or traits that give bonuses to your spouse, (Though currently they do give a bonus from their stats to the state of course). Of course the potential scopes would probably need to be limited. But liege and spouse would probably be the most useful ones.

On that topic, wouldn't it make more sense for minor titles to grant bonuses (like they did in EU: Rome) to the realm? E.g. employing engineers could decrease building costs according to their stewardship.
 

ngppgn

Field Marshal
19 Badges
Jan 29, 2011
3.508
656
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
I am 99% sure we are on a much older GUI system than HoI4, trying to smash that new system into CK2 sounds like it would be quite difficult and time consuming.
Still the ratio of modding bemefit/dev investment would still be immense even taking that into account.