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Fall of Stars

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Added:
Defines:
-Expose how highly the AI values matrilineal marriages (when the "would prefer a matrilineal marriage" modifier is present, how strong is it?) to defines, similar to MARRIAGE_AI_PRESTIGE_VALUE.

I get that Groogy has said that tweaking the general marriage offer evaluation changes that were made in 2.4 isn't currently a priority, but it's something that could theoretically be tweaked to taste by modders for whom it is a priority- perhaps even in a more generalized way by allowing tweaking the weights of modifiers like Political Concerns etc.
 
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Alyph

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Added:

  • Make character location moddable. Similar to the "move_character" command, but not necessarily move the character into someone else's court, and need to work for rulers as well. Essentially this can allow us to create events like traveling, adventuring etc, interacting with characters and environment where the character is located. Also show the character location/status in the character window (just like the currently hard coded "reigning in XXX" text) for deeper immersion.

really hope we have this, so I don't have to fake it in the event scope as such.
 
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TheDungen

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make the realm_size trigger callable from a title not just a character, it should check how much realm size is below said title.

Oh and make any_realm_title callable from titles not just from characters, makign ti scope to any title that is vassal to the scopes title.
 
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DerOstkonig

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Please consider adding a keyword in the mod tools to disqualify a character from electoral nomination.

I am currently attempting to overhaul the course of HRE politics to better mirror reality, and one of the largest barriers to this is the near-guaranteed hereditary succession that occurs under elective. This keyword could be used in a hidden modifier that disqualifies underage children from succession, thereby making management of the timing of child-rearing much more engaging and realistic.

This keyword would also allow modders to define who specifically is eligible for succession in a realm (particularly useful for total conversion mods that model specific cultures) and to make the politics of nomination much more vibrant and unpredictable in general.

Thanks for considering this.
 
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ngppgn

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Please consider adding a keyword in the mod tools to disqualify a character from electoral nomination.

I am currently attempting to overhaul the course of HRE politics to better mirror reality, and one of the largest barriers to this is the near-guaranteed hereditary succession that occurs under elective. This keyword could be used in a hidden modifier that disqualifies underage children from succession, thereby making management of the timing of child-rearing much more engaging and realistic.

This keyword would also allow modders to define who specifically is eligible for succession in a realm (particularly useful for total conversion mods that model specific cultures) and to make the politics of nomination much more vibrant and unpredictable in general.

Thanks for considering this.

For the sake of clarifying your proposal, do you want something like the cannot_innherit = yes that currently can be used within traits, but that affects only the elective succession? Or do you want something more complex, which affects only yo certain titles but not others? (It would seem that the former would be more easily achieved than the latter).
 

DerOstkonig

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For the sake of clarifying your proposal, do you want something like the cannot_innherit = yes that currently can be used within traits, but that affects only the elective succession? Or do you want something more complex, which affects only yo certain titles but not others? (It would seem that the former would be more easily achieved than the latter).

something like cannot_inherit = yes for elective titles only.

I mean if it's convenient for them they can add more configurability but if it's too much work, my proposal allows at least some configuration of electoral logic to player taste via invisible event modifiers that they can create.
 

darwithe

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So, I've been poking around at this and that and have recently come to realize that our ability to do things to the game has vastly outstripped our ability to present/display information to the player. If any of this is already possible, then by all means please point me in the right direction, but I have two main requests, and figure I might as well shoot for the moon.

The first request is giving us the ability to display the contents of a variable using the interface\*.gui files. While there are ways to kludge this currently(By way of traits/character modifiers) they either suffer from poor display presentation or escalating internal bloat.

The second request, and in my opinion more broadly useful, is to be given the ability to tag traits\modifiers\titles\etc with something like GFX_Display_Element = "virtuetraits" which will cause whatever is tagged that way to display in any appropriate interface\*.gui element with a matching name.
IE: If I tag all of the inheritable traits with an "inheritabletrait" tag, those traits will then only display in a OverlappingElementsBoxType I define named "inheritabletrait".
 
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Faerillis

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So a few questions, related but kind of weird.

1. Is it possible to create a new Government Type that utilize the Patrician Elective system that isn't a Merchant Republic and doesn't utilize coastal Trade Posts?

2. Is it possible to mod the number of Patrician Families that exist within such a setup? More rather than less would be ideal.

3. Is it possible to invalidate inheritance if they have or lack a particular trait (ie couldn't serve without a Martial Education trait)?
 

jursamaj

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So a few questions, related but kind of weird. …
For 1 & 2, I don't believe you can, but others may know better.

For 3, define every invalidating trait with cannot_inherit = yes, and ensure that *everybody* has either an invalidating or validating trait. Thus in your example, people who reach adulthood without getting an education trait get a do-nothing-but-invalidate education trait assigned (in an on_adulthood event).
 

Faerillis

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For 1 & 2, I don't believe you can, but others may know better.

For 3, define every invalidating trait with cannot_inherit = yes, and ensure that *everybody* has either an invalidating or validating trait. Thus in your example, people who reach adulthood without getting an education trait get a do-nothing-but-invalidate education trait assigned (in an on_adulthood event).

Rather embarrassed as I'd meant to post this in a different topic (the modding quick questions) and meant for a particular government type (which you might have meant as well)
 
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Faerillis

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Yeah, best would have been the 'Modding - Quick Questions' thread, but I'd have seen it there or here. :D

Well either way I greatly appreciate your responses! It sounds like I'm going to need to find another way to envision that type of system, probably some form of enforced Electoral system (would be great if there were a way to designate Electors — both in base game for the HRE and for modding) and probably pop in an event that gives a trait disqualifying Adults without the right trait, as you suggested.
 

Gball

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An idea I just thought of and it could be very useful.

Game ending triggers besides "the final year is here" or "all your dynasty is dead".

What I mean is end triggers that can be done if certain conditions are met. For example, a LOTR mod could use a "Congratulations, you defeated Sauron's armies and brought peace to middle Earth!" as an ending trigger. Less sandboxy, scenario mods could use that as eg defense of the kingdom of Jerusalem, attack of the saxons in Britain etc

It could be very useful to simulate world-ending events too in other submods like the end times in warhammer.

Any feedback on this welcome :)
 
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vukica

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would it be possible to add a way to override vanilla targetted_decisions WITHOUT using replace_path?

I guess this relates somewhat to
  • Make Grant Title, and Grant Viceroyality, fully moddable targeted decisions.
Maybe override by name(handler, whatever you call it), and put a list of names on wiki. i.e. if a mod uses take_concubine, that overrides vanilla take_concubine.