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dartnet

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Id don't know if these have been added to the wish list but for the fantasy mod I am working on the following commands would be great.

change_gender

change_age

return_to_life
 
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klopkr

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Id don't know if these have been added to the wish list but for the fantasy mod I am working on the following commands would be great.

change_gender

change_age

return_to_life

Yeah these could have interesting uses. The return to life option would be especially useful for the ATLA mod.
 
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stoferb

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There's alot of modding options I would wish for in CK2. A complete rework of de jure drift mechanics so integrating and assimilating are conscious decisions with costs and benefits. Holdings being possible to destroy or turn into a different kind of holding both legally and in practice. (Think the "free cities" of the HRE for example). Minor holdings, such as the patrician mansions, being an actual thing, tied to actual counties. A nerfing to prestige and piety gain from buildings and a mechanism to get a handful prestige from finished construction of them. Crown land as a concept, meaning that where sufficient legal and administrative sophistication is achieved you can tie other holdings besides the capital to the title instead of your dynasty, the benefit being that holding them doesn't count against your demesne limit, but if another dynasty takes the throne they get these holdings. Also crown law shouldn't strictly forbid any kind of action, just determine how costly it would be. For example, instead of forbidding internal wars there's a crown law that counts as setting a permanent truce between everyone in the realm. Instead of forbidding title creation it multiplies the costs and prereqs for title creations. But most importantly, level of autonomy should not be determined solely by crown law but by relative military strength, distance from capital and relative prestige to liege. Appointed governors of a far flung empire can potentially declare their office hereditary and start a dynasty.
 

t_ohno

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-More flexible title name with conditions.
Code:
title_name_grand_prince = {
    limit = {
        OR = {
            AND = {
                tier = king
                holder = {
                    is_feudal = yes
                    culture = russian
                }
            }
            AND = {
                tier = emperor
                holder = {
                    is_republic = yes
                    NOT = { 
                        culture = ...
                    }
                }
            }
        }
    }
    petty = no
}
-Moddable succession laws.


like
Code:
succ_primogeniture = {
...
    priorities = {
        purple_born = {
            priority = +1
            limit = {
                OR = {
                    title = e_byzantium
                    title = e_roman_empire
                }
                ROOT = { #candidate
                    trait = purple_born
                    OR = {
                        father = { character = FROM }
                        mother = { character = FROM }
                    }
                }
            }
        }
        bastard = {
            priority = -1
            ...
        }
        monasty = {
            priority = never
            ...
        }
        ...
    }
}
and also
moddable voter and candidate for elective or tanistry
 

ticattack

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Will never happen, because it would destroy the performance of the game. It was coded in a way that make it impossible.
I don't know about that. Consider that there are a number of ways to 'interfere' with succession - republican houses can nominate their heir, as can certain religions. Born in the Purple interrupts otherwise standard laws. Not full laws, no, but outside the scope of the 'hard-wired' ones.

Of course, I have no real idea how it fits together inside the exe. Maybe it is impossible. Maybe it's just prohibitively difficult. Of course, even if it might never happen, it doesn't hurt to raise it every so often - it might inspire a random idea that overcomes the problems and makes it happen.
 

Thure

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I don't know about that. Consider that there are a number of ways to 'interfere' with succession - republican houses can nominate their heir, as can certain religions. Born in the Purple interrupts otherwise standard laws. Not full laws, no, but outside the scope of the 'hard-wired' ones.

Of course, I have no real idea how it fits together inside the exe. Maybe it is impossible. Maybe it's just prohibitively difficult. Of course, even if it might never happen, it doesn't hurt to raise it every so often - it might inspire a random idea that overcomes the problems and makes it happen.

It was what a dev said once. Moddable succession laws are impossible. The best we can do is to ask for special successon laws.
 

ngppgn

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It was what a dev said once. Moddable succession laws are impossible. The best we can do is to ask for special successon laws.

Actually, the best we can do is peudo implement succession mechasism via the on action events that can be fired on inheritance.

Now that I come to rhink of it, reproducing, say, agnatic primogeniture with on action and using that instead of the hard coded succession could be a good test of viability!

Relating to that, is there a condition to compare ages? Like "is_older_than" that works on character scope taking characters as values? If there is, can someone provide the syntax? If there isn't, it would be a neat addition
 

fanoI

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-More flexible title name with conditions.
Code:
title_name_grand_prince = {
    limit = {
        OR = {
            AND = {
                tier = king
                holder = {
                    is_feudal = yes
                    culture = russian
                }
            }
            AND = {
                tier = emperor
                holder = {
                    is_republic = yes
                    NOT = { 
                        culture = ...
                    }
                }
            }
        }
    }
    petty = no
}

Good idea! It does not simply impossible to implement it IMHO... it could make possible to have a character change title if vassal or indipendent (for example from "Legato Augusti" if vassal of the Roman Emperor to "Dux" if independent).
 

TheDarkMaster

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Actually, the best we can do is peudo implement succession mechasism via the on action events that can be fired on inheritance.

Now that I come to rhink of it, reproducing, say, agnatic primogeniture with on action and using that instead of the hard coded succession could be a good test of viability!

Relating to that, is there a condition to compare ages? Like "is_older_than" that works on character scope taking characters as values? If there is, can someone provide the syntax? If there isn't, it would be a neat addition

The AI wouldn't be able to properly handle that situation, nor would any of the events that call the pretender or heir for titles.
 

ngppgn

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The AI wouldn't be able to properly handle that situation, nor would any of the events that call the pretender or heir for titles.

What is the AI supposed to not be able to handle? I was just theorizing of overriding succesion by events. Not that I know very well how does exactly inheritqnce work, really... By the way, could you perhaps point me towards those events that call the heir and the pretenders?
 

TheDarkMaster

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What is the AI supposed to not be able to handle? I was just theorizing of overriding succesion by events. Not that I know very well how does exactly inheritqnce work, really... By the way, could you perhaps point me towards those events that call the heir and the pretenders?

The AI is coded to plot against people who're ahead of it in succession, as well as being coded to try and change the succession laws if their dynasty won't gain the throne under the current law. Spouses will also plot against the heir if it's not their child, and there are Muslim events where a primary spouse pushes you to give her son more land if he isn't your heir.

As for what checks pretender/heir status, Claim CBs are pretty important for that, since you have to be a pretender to press a weak claim. There is an ambition to become heir as well. Finally, the game will automatically give strong claims to pretenders on succession.
 

Haccoude

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The ability to have traits enable looting and/or concubines.
The ability to have buildings, traits, effects, and retinues change the maintenance cost of units. So retinues and buildings can have modifiers that change the maintenance cost of the units they provide, while laws, traits and effects can change the maintenance cost of all the character's soldiers.
The ability for each special unit to have their own Graphical Factor, instead of a common one for all special units.
Can event troops require maintenance now? If not, a way to spawn event troops that require maintenance.
 

t_ohno

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More option for create_title command like landed_title.txt
de jure capital, name_tier, non-standard title names(seen in k_papal_state).

Scope to check base_title of title created by create_title command.
Scope to check title's de jure capital.
Command to change title's de jure capital.
Command to change title's non-standard title names (seen in k_papal_state).

Ability to create flag in claim or create new type of claim.
(or moddable strong/ weak claim system)
 

Careful Plum

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It was what a dev said once. Moddable succession laws are impossible. The best we can do is to ask for special successon laws.

Maybe it would be possible to have a set_heir command, which makes a character the first in line to inherit and everybody else moves down one position. And a remove_heir command which removes someone from the line of succession. And a reset_heirs command, which puts everyone where they would be if no manual changes had been made.
 

Kenlin

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Allow comparing the same variable from two different scopes (E.G., var1 in ROOT, and var1 in FROM)

This could even be done as simply as

Code:
ROOT = { 
    FROM = { 
        copy_variable = { which = var1 scope = PREV }
    }
}

which would copy the variable over with the same name from FROM to ROOT to allow comparison there.
 

Romulien

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This could even be done as simply as

Code:
ROOT = { 
    FROM = { 
        copy_variable = { which = var1 scope = PREV }
    }
}

which would copy the variable over with the same name from FROM to ROOT to allow comparison there.

This is actually implemented in 2.3 !
The syntax is:
Code:
ROOT = { 
    FROM = { 
        set_variable = { which = var1 which = PREV }
    }
}
It also works for the other variable commands (http://www.ckiiwiki.com/Commands#Variables)