Modding requests that I want Paradox to implement and expand the list of features that can be modded, and give the community the ability to create even better mods.
1 - Custom policy cooldowns
Policies should have a default cooldown period, but you should also be able to give a policy a custom cooldown different from the default.
2 - More government requirements
In the readme_requirements.txt in the governments folder, there is a list of which values can be used to restrict authorities, civics and species classes. What I would like to see is that each of them gets some new values that can be used with them.
New values listed below:
# Authorities support:
# - country_type
# - ethics
# - traits
# - civics
# - authority
# - country_flag
# - species_class
# - archetype
# - origin
#
# Civics support:
# - country_type
# - ethics
# - authority
# - civics
# - traits
# - country_flag
# - species_class
# - archetype
# - origin
#
# Species classes support:
# - country_type
# - ethics
# - authority
# - civics
# - traits
# - country_flag
# - origin
#
# Origins support:
# - country_type
# - ethics
# - authority
# - civics
# - traits
# - country_flag
# - species_class
# - archetype
#
Adding these new values to each of the categories would greatly increase the modability of the game and make new things possible.
3 - Scripted images
While we currently have scripted localisation allowing us to make text that can change depending on a given condition, what I would like to see would be the same thing done with images. What I mean by this is that you could for example say the mining guilds civic showed one icon if you are democratic and a different one if you are dictatorial. That was just an example but there are lots of scenarios where I would like for certain, traits, civics and and other images to show a different image than default in a given scenario.
4 - Scriptable species rights
Currently we have the ability to edit already implemented species rights but we have no way of implementing our own into the game.
5 - Technology feature flags
Feature flags for technologies are currently hard locked to vanilla ones and new ones cannot be created, this creates some problems when dealing with special technologies that should enable or disable certain features. Let us be able to create our own feature flags that enable certain features.
For example, the feature flag "add_advanced_traits" makes traits with the "advanced_trait = yes" string able to be shown in the trait modification window available. If this feature was added I could create something like a "add_very_advanced_traits" feature flag to a tech that would unlock even more advanced traits. The point being that these two sets of advanced traits would be able to be researched and aquired seperately. As of now you only have the ability to add new traits to the deafault vanilla advanced_traits feature flag.
6 - Custom personality behaviours
There are currently a bunch of personality behaviours implemented in the game that we can use as we wish, and new personalities can be created without too much trouble. The problem lies rather with influencing the behavior of personalities beyond what the game offers by default. What I would like to see is for us to be able to add in our own behaviours that we can use to make personalities more unique, as there have been multiple times where I have wanted to use them but found it unable to be changed. Take for example the robot_exploiter and the robot_liberator behaviours. Those are used to influence whether an empire give robots free will and equal rights or enslave them. One scenario I have encountered is when I implemeted a new species class called ethereals that where one could say the spiritual answer to robots in the form of psionic energy beings. What I liked to do would be to give some personalities a ethereal_exploiter = yes behaviour but since behaviours cannot be added that can't happen.
7 - Zero point ethics
Depending on whether some features get implemented in the future (backgrounds) this is something that I need for some things to work. This is just about wanting the ability to have an ethic cost 0 ethic points. With this ability one could create "fake" ethics that only exists in the game that show a different set of authorites in the empire creation menu depending on which was chosen. Other uses also exists.
8 - A way to divide authorities into categories/groups
While the game keeps getting bigger and bigger, new authorites seems to be popping up more often. What we need is a way to divide authorites into types and being able to choose how and when which authorites appear in the main species creation menu. Currently the only way to make something like this possible is to make custom ethics that take the role of buttons in this menu, but that solution just causes problems later on. We should for example have two authority buttons to switch between, one would show normal auhorities while the second would display gestalt authorities. We should also be able to mod in our own buttons and divide authorities into categories ourselves.
9 - Trait folding
This would be the ability for us to define instances where if a specific set of traits are on a species, you will instead of seeing both of those traits, see a new third one. For example, lets say a species has the Quick Learners trait and you genemod Intelligent onto it. When the gene edit is done, the species appears to have a new trait called Talented Learners. You should be able to define what modifiers this new folded trait would have. The folded trait should also be cosmetic and by that I mean that the species in the code is registered to still have the components of the folded trait on it, and that the new trait is just there to shorten the amount of traits or combine traits with redundant abiliies.
I once made a mod where I created a new ascension path, where your species ended up both Psionic and Cybernetic at the end. What I wanted was to have one Psibernetic trait listed on the species instead of Cybernetic and Psionic both being listed. The problem is that by introducing a new trait and replacing those two I would have to go back throughout the rest of the game files and edit them to now affect the new Psibernetic trait.
By having a Psibernetic species that still has both the Psionic and Cybernetic traits in the code, files that deal with events related to psionic species or cybernetic species will need minimal, if any changes to their code.
10 - Climate Habitability modifiers
There are currently two ways to get better habitability for a planet in the game. The first is a generic pop_environment_tolerance that gives a flat habitability bonus to all planets and the second is a pc_***_habitability modifier that gives bonus habitability for a certain planet.
The problem with this system is when you want to add different habitability modifiers for different planets and you end with very many modifiers. The problem with this system is a scenario where you want to add muliple habitability modifiers for different planets to a trait, you would then end up with too many different modifiers on that trait.
This isn't really a problem in the vanilla game, but when you are playing a modded game with 30 planet classes or more, the list of planet habitability modifiers added to each species starts to get long and confusing.
My solution to this problem would be to add a "climate_***_habitability" modifier. Each of the nine planet classes in the vanilla game are divided into three climate categories, this new modifier would then modify the habitability of all the planets in its climate category.
Lets say you have a trait that has a "climate_dry_habitability = 10" modifier, this trait would then give the species plus 10% habitability to all planet classes with dry habitability which in the vanilla game would correspond to Arid, Dessert and Savannah worlds.
With these new modifiers I could turn these complex habitability traits here:
trait_pc_desert_preference = {
modifier = {
# Primary
pc_desert_habitability = @primary
# Hot and Dry
pc_arid_habitability = @secondary
pc_savannah_habitability = @secondary
pc_dune_habitability = @secondary
pc_mesa_habitability = @secondary
pc_oasis_habitability = @secondary
pc_cambrian_habitability = @secondary
pc_latteral_habitability = @secondary
# Hot and Wet
pc_continental_habitability = @tertiary
pc_tropical_habitability = @tertiary
pc_ocean_habitability = @tertiary
pc_mangrove_habitability = @tertiary
pc_atoll_habitability = @tertiary
pc_tepui_habitability = @tertiary
pc_lush_habitability = @tertiary
pc_terrestrial_habitability = @tertiary
# Cold and Dry
pc_arctic_habitability = @tertiary
pc_alpine_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_steppe_habitability = @tertiary
pc_katpana_habitability = @tertiary
pc_atacama_habitability = @tertiary
pc_antarctic_habitability = @tertiary
pc_gelid_habitability = @tertiary
# Cold and Wet
pc_boreal_habitability = @quaternary
pc_cascadian_habitability = @quaternary
pc_bog_habitability = @quaternary
pc_crag_habitability = @quaternary
pc_glacial_habitability = @quaternary
pc_geothermal_habitability = @quaternary
pc_retinal_habitability = @quaternary
pc_marginal_habitability = @quaternary
}
}
Into simple ones like the one below.
trait_pc_desert_preference = {
modifier = {
# Primary
pc_desert_habitability = 20
# Hot and Dry
climate_hotdry_habitability = @secondary
# Hot and Wet
climate_hotwet_habitability = @tertiary
# Cold and Dry
climate_colddry_habitability = @tertiary
# Cold and Wet
climate_coldwet_habitability = @quaternary
}
}
The primary modifer does have to be set to 20 though for the total to end up at 80 since the secondary modifier already gives it 60.
All unimportant tags have been removed from these two traits to make it easier to show the important parts.
11 - possible/potential tags for spritetypes and container window icons
Give sprite icons like the arrows used in traditions to have possible and potential tags. This will give us the ability for arrows or other images in such menus to be able to appear and dissapear under certain conditions.
An example of this would be the ability to change which arrows appear in the tradition menu under a certain condition.
Or maybe just add a arrow/image swap file where we can do this. Under condition x show file A, if else show nothing.
12 - Moddable election types
Currently in the game there are two distinct election types with the democratic and oligarchic types. What I would like to do, would be to modify how these two work and be able to create new ones. Maybe also be able to combine the has_heir with them to create a new election type would work correctly having both the dynastic heir attribute and the election attribute.
13 - possible_secondary tag in species classes
Would it be possible to add a way for a species class to not show up in species appearance list in the beginning of the game, but being able to show up when you go to the secondary species appearance selection screen when you have chosen a civic that enables that feature. The reason why I want this is that I have made some special civics that can only be chosen at the start that gives the player a robotic secondary species. The problem is that for this to work correctly, I would have to make the ROBOT species class available in the species selection and it would thus appear as a species category that you could choose a portrait from. There would thus be two categories for the robotic portraits one only made for playing as machines with machine inteligence and one category only for selecting the appearance for a robotic secondary species. Making it so a species class could show up in the secondary species selection but not in the main species collection would solve this issue. Currently I'm forced to have the player choose their secondary species from the Machine species class and that creates a bunch of other problems after the game has started. These problems could be solved if I found a way to convert a the spawned species class from MACHINE to ROBOT but I have not being able to do that successfully either.
To summarize I would for a species class to have "possible_secondary" work even if "playable" is set to "has_global_flag = game_started".
possible_secondary = {
civics = {
OR = {
value = civic_machine_irregular_uplifter
value = civic_space_robotic_caretaker
}
}
text = SECONDARY_SPECIES_CLASS_INVALID
}
playable = { has_global_flag = game_started }
14 - Custom namelist useable in create_leader event
Would it possible to have the create_leader use a specified namelist when it genereates a leader. This would make it possible to let the name list be in charge of choosing a name for the leader instead of us having to clone the whole create_leader sequence for each new name we want randomize.
15 - Let TRAIT_MODIFICATION_BASE_COST, TRAIT_MODIFICATION_COST_MULT and similar values be given to all species archetypes.
The next few issues has to do with the NSpecies part of the defines.txt file.
Currently in the game all of these values are divided into two types, those used by artificial species and those used by non-artificial species. The problem lies with fact that if you try to implement a new species into the game it will have to share these values with one of those groups instead of belonging to its own.
In other words species in Stellaris are in the code either considered an artificial species ( robots, machines) or a non-artificial species ( biological, lithoid). Whenn creating a new species type you will have to choose which of those two categories the species will be considered a part of. This choice has multiple affects on how the species intereacts with features for those two species types. It is also not possible to create a third category.
Currently in the game the values; "TRAIT_MODIFICATION_BASE_COST", "TRAIT_CLIMATE_MODIFICATION_COST", "TRAIT_MODIFICATION_COST_MULT", "MODIFICATION_COST_MULT" are used for all species except for robots and machines which instead use: "ROBO_TRAIT_MODIFICATION_BASE_COST", "ROBO_TRAIT_MODIFICATION_COST_MULT", "ROBO_MODIFICATION_COST_MULT".
What I would like to see is these defines here being opened up a bit more and make it possible for us modders to create custom entries for these values that affect certain species. What I mean by that is that I would like for each list of these tags should affect a specific species archetype. we could thus have a BIOLOGICAL_TRAIT_MODIFICATION_BASE_COST and a LITHOID_TRAIT_MODIFICATION_BASE_COST at the same time one for species classes with the BIOLOGICAL archetype and one for species classes with the LITHOID archetype. This would make it much easier to create new species classes with specific and unique rules.
The main reason for why I want this is that I have made a new buildable pop and implemented it in a mod thats called bio-constructs. These are genetically engineered lifeforms made from the bottom that has unique traits that make them different from standart biological species. When implemented correctly these would be an alternative to robots and one that empires that chooses biological ascension to be more likely to choose. The unique feature of these beings should be that they would be a lot easier to modify the traits for. This isn't possible right now as they would get the standard "TRAIT_MODIFICATION_BASE_COST" value since it isn't possible create a new exclusive one for the BIO_CONSTRUCT archetype. If I also do modify the "TRAIT_MODIFICATION_BASE_COST" it would affect both bio constructs and regular biological species something that I would like to avoid.
I would also like to see a define value that defines the defualt value for changing species portraits. Such a define should also be given to name changes. Changing only the species name shouldn't take 5000 society points for example. Maybe a child define tag that give a percentage of the species modification if only the portrait or name is changed.
Adding these features would let modders more easily add species classes and archetypes that are supposed to represent species that aren't biological but also not robotic either.
Another feature that I would like to see implemented that has a lot to to with these things here is for us to create or own technologies that enable special features for a species. I would for example like to be able to create a new technology that enables species modification for a species instead of it defaulting to the Gene tailoring tech or the Machine Template System tech. This would make it easier to make new custom buildable species as you could gain the ability earlier or later than your ability to modify your own species and robots. I would like for this to also affect planet preferences and allow us to change the tech needed to unlock this for a speciees as well.
16 - Conditional Modifiers
The ability to give conditions to the modifiers of civics and ethics thus having them grant different bonuses depending on a predefined condition.
For example make it possible to code the Idealistic Foundation civic so That if you have the democratic authority it grants +5% pop happiness while if you have the oligarchic authority it grants +5% influence from factions instead. The same should also apply to ethics as well.
17 - Custom ethics icons in faction menu if pop ethic following is above certain percentage
Would it be possible to make it for ethics in the faction menu that we have more than 0 pops following to turn change color or use a different icon. Currently it's a bit hard to at a glance see which ethics actually have any followers. This is especisally true when you are playing with a mod that add many more ethics into the game.
18 - Authority trait restrictions
In the authorities.txt file you can specify if an authority starts with one or more specified traits by using the "traits = {" string. What I would to see is to be able to add conditions for these traits to appear. Such as for example if you choose a species appearance from the Arthropoid category and choose imperial authority your species gets a special hive_like trait.
traits = {
if = {
limit = {
is_species_class = ART
}
}
trait = trait_hive_like
}
19 - Editable game files while the game is running and seeing the changes being made without restarting the game
Will we ever have the ability to directly modify the files of a mod that is loaded in an open game and have the update to show the change without needing to restart the game. This would be really great to have when working on the interfaces as that is the most time consuming part of modding the game currently as one would need to restart the game and update the mod each time one changes a value.
20 - Let us use AND in the civic and authority files for better restrictions
Would it be possible to add AND to the civic and authority creation file. Some restriction are currently very hard to make and also very spaghetti cody without this option. This would also let us make more specific authority restrictions like making a new authority that can be chosen if you have either ethic A or B but not a combination of them. This is not currently possible do in the game.
For example if I added the collectivist and individualist ethic pair back into the game and gave it the same restrictions that authoritarian currently has. If I made an empire that was fanatic authoritarian and materialist I could only choose between imperial or dictatorial. The same would apply if I choose fanatic collectivist and materialist and I could once again only choose between those two. What I want is that if I then choose fanatic authoritarian and collectivist or fanatic collectivist and individualist I would only be able to choose imperial authority and not dictatorial. In short I would like to be able to restrict authorities to not only individual ethics but also specific ethic combinations.
If you added the ability to add AND to the civic area I would also be able make the ethic restrictions for this civic here much less complicated.
ethics = {
OR = {
value = ethic_gestalt_consciousness
value = ethic_light_gestalt_consciousness
}
OR = {
value = ethic_gestalt_consciousness
value = ethic_fanatic_xenophobe
value = ethic_fanatic_pacifist
value = ethic_fanatic_isolationist
value = ethic_pacifist
value = ethic_xenophobe
}
OR = {
value = ethic_gestalt_consciousness
value = ethic_fanatic_xenophobe
value = ethic_fanatic_pacifist
value = ethic_fanatic_isolationist
value = ethic_isolationist
value = ethic_xenophobe
}
OR = {
value = ethic_gestalt_consciousness
value = ethic_fanatic_xenophobe
value = ethic_fanatic_pacifist
value = ethic_fanatic_isolationist
value = ethic_isolationist
value = ethic_pacifist
}
}
This would let us shorten this long and confusingly coded text above into a what I have written below. Certain ethics and civics restriction combinations that weren't possible before would also be possible now.
ethics = {
OR = {
value = ethic_gestalt_consciousness
AND = {
value = ethic_light_gestalt_consciousness
value = ethic_fanatic_xenophobe
}
AND = {
value = ethic_light_gestalt_consciousness
value = ethic_fanatic_pacifist
}
AND = {
value = ethic_light_gestalt_consciousness
value = ethic_fanatic_isolationist
}
AND = {
value = ethic_light_gestalt_consciousness
value = ethic_isolationist
value = ethic_xenophobe
}
AND = {
value = ethic_gestalt_consciousness
value = ethic_isolationist
value = ethic_pacifist
}
AND = {
value = ethic_gestalt_consciousness
value = ethic_xenophobe
value = ethic_pacifist
}
}
}
21 - Add delayed tooltip removal value
Create a NInterface tooltip define value that has to with how long after moving a mouse away from a tooltip it takes for the tooltip info window to go away.
NInterface = {
TOOLTIP_TIME = 0
TOOLTIP_DELAYED_TIME = 0
}
22 - Value formulas
The ability for use to write mathematical formulas in the code or have values be different by more than one subvalue
Let us also be able to modify how values like tradition cost is calculated.
23 - Resource tag question
What does the newly added resources tag in species classes do?
24 - Custom planet values
Let us create and make our own custom planet values like ammenities with modifiers.
25 - Editable shift_ethic command
make shift_ethic customizable and let us modify how it works.
26 - shift_ethic exclusion
let us exclude certain ethics from being affected by ethic shift. For example, lets make an Egalitarian, Materialist and Xenophobe empire with ethic attractions in that order from high to low. If this empire got an event that would shift its ethics to militarism, the xenophobe would be removed since it has the lowest support in the empire and be replaced by the new militarist ethic.
If this event instead had a xenophobe exclusion tag, xenophobe would not be the ethic that would be replaced by militarist, but instead the second least popular government ethic, materialist would be replaced by militarist instead.
shift_ethic = {
ethic_spiritualist
exclude = {
ethic_authoritarian
}
}
27 - Multiple origins
Can it be possible to make it so that we can mod it to be possible to choose multiple origins?
28 - Multiple "origin" systems
Would it be possible to let modders "clone" the origin system and have this extra option be repurposed for giving the player more categories to choose from when designing an empire. This would work best like the current origin system where you get multiple choices but is only able to choose one of them.
29 - Decoupling species classes from ship sets
Currently in the game all species classes need an acompanying ship set and vice versa. This leads to cases such as ship set mods where phantom species classes are added to the species class menu. In species class mods the problem is that any new species classes must share its shipset with another vanilla species class. This leads to a promlem regarding the name of the shipset, as the shipset gets its name from the alphabetical first species class that has that shipset as its preferred one. This leads to problems where the names of the vanilla shipsets have their names changed to something else because a mod implmenting new species classes has been used. Decoupling species classes from ship sets would fix all these problems.
30 - The ability to modify species archetypes and species classes.
Add a way to modify the archetype and species class of a species through an event.
31 - Ethics granting traits
Make it so that ethics can grant traits to a species in the same way that civics and authorities can.
32 - Reset/replace/remove ascension perks event command
Give us a command that can be used in events to either remove specific ascension perks, replace a specific ascension perk with another or remove all of an empires perks. If for example the second ascension perk is removed through an event and not replaced by the same event make the third chosen ascension perk take its place. In other words if one an ascension perk goes missin make it so that the ones right after fall back to take the missing perk before it its place.
33 - Reset/replace/remove traditions event command
Give us a command that can be used in events to either remove specific traditions perks.
34 - Drag and drop ascension perks
Let us reorder the order which we see our ascension perks
35 - Traditions as buttons
I would like the ability to have traditions from one tradition tree once unlocked act as buttons that can be used to switch between multiple different tradion trees in another tradition tree. For example say you have two tradition trees, A and B. Traddition tree A has three different traditions A1, A2 and A3 that you can research and that you can aquire all of. After researching your first tradition in tradition three 1 you unlock the ability to start researching traditions in tradition tree 2. After unlocking multiple traditions in tradition tree 1 you can click on each of them to swap the current tradition tree that is displayed in tradition tree 2.
In short make it possible for an adopted tradition to work as a button or a switch changing or swapping what tradition tree you see in another category.
36 - Traits have modifiers that change depending on a given scenario
What I would like to see is the ability for a trait to have a multiple modifiers that each is only used in a spesific scenario. Say for example let us change the fleeting trait so it gives -10 years lifespan to biological species and -20 to Lithoid species. Having both these different values being considered the same trait instead of hhaving both a trait_fleeting and trait_fleeting_lithoid could introduce som interesting scenarios when creating new traits.
37 - Terraforming costing different or multiple resources
Make it so that you can choose what type of resources you must use to terraform a planet. In the current vanilla game the terraforming cost can only be paid in energy credits and there doesn't appear to be any way to change that or make it cost multiple types of resources to terraform. The ability make the terraforming process of a planet cost strategic resources would also be nice.
38 - Leader age priority and leader age add
In stellaris you can change the default leader_age_min and -max values by either changing the default values in the defines, adding a custom value to a species class or to add a custom value to a trait. What I would like to see is an extra value leader_age_priority or leader_age_min_priortiy/leader_age_max_priortiy that could be added to a species class or trait that would help discern what leader_age you would actually end up with if your species has two traits that modify leader_age_min and -max. For example lets say a lithoid species, the default min age of a leader is 28 but as a lithoid that value is changed to 50, if we change this species to a hive mind it also gets the hive mind trait that changes the default value to 10. Which of these traits has a priority now to change the leader age min, will it be changed to 50 as the Lithoid traits says, or will it becom 10 as the hive mind tells us. In any case there are scenarios where you would want either scenario to be true, therefore adding a leader_age_priority would help solve this issue.
39 - Adding new maps
You can currently replace the galaxy maps included in the vanilla game by naming custom map the same as a vanilla one. What I would like to see is the ability to add new maps to the game so that they exist alongside the vanilla ones instead of replacing them.
40 - Invisible traits on species creation menu
Make it possible to add traits to a species that are invisible in the game menu but visible once the game has begun similar to the planet habitability traits.
41 - Unstealable Relics
Make it so that you can make a relic unable to be stolen through taking a capital. As far as I can see, relics are currently the only property that once aquired can be activated again and again, while being connected to the empire and not a singular planet. This gives us the ability to hijack the relic system to make custom switches that can be activated if the player wants with effects different from regular relics. The only problem with this idea is that it appears that all relics can be stolen. Even if the chance is low and that there is only a few scenarios where they can be stolen, giving us the ability to manualy disable a relic from being stolen would remove this issue.
42 - x.x.* versions available in the beta option in steam
Make versions like 2.2.1 or 2.3.0 available for us to choose in the version rollback in steam. Currently we can only change to the latest version of a named patch instead of all the different versions of it. Some of the launch versions of some patches contains things such as unique assets that have since been removed or altered in such a way that they are unusable for some purposes. The only way currently is to find and torrent an older version of the game for the specific version of the game that you are looking for. Letting us roll back to such versions would let us skip that step and lets us access those versions of the game in a quicker and more exact way.
43 - Make it possible for species traits to have a species trait as a prerequisite
Give us the option to make species traits that can only be chosen in the species creation menu or genetic modification if it already has a certain species trait. In other words species trait B can only be chosen if species X has species trait A. This is a feature that would be very important for mods that want to divide species into different categories in addtion to their archtypes and species classes.
44 - Icon Folder String
In the files for features such as traits, civics, ethics or generelly all files that has to do with a images. Take a civic, by default a civic will look for an image with a matching name in the icons/governments/civics folder. If you change the location of where the matching image is located you can use the icon string to define where that image is found.
icon = "gfx/interface/icons/governments/civics/merchant_guilds.dds"
What I would like to see is for us to change the default folder in which the parts in a given file would look for their default images for.
iconfolder = "gfx/interface/icons/governments/civics/icon_folder_test"
Lets say I create a modded_hive_civics.txt file in the civics folder where I place all my new modded custom Hive Mind civics. Each of those civics would then by default look for their matching icons in the governments/civics folder, and if I wanted them to look somewhere else I would have to add the icon = "gfx/interface/..." string to each civic in that file. If this feature was included I could just add a iconfolder string at the top of the modded_hive_civics.txt file and each of the civics in that file would then look for their icons in the new default folder for them.
45 - Different ethic wheel categories
While the current ethic system allows a lot of moddability there is one feature that is missing, and that is the ability to create an entirely different set of ethics that are incompatible with the default one. While we can currently add a new ethic wheel filled with new ethics, the player still has the ability to choose ethics from both these two wheels. What I would like to see is for us to disable the ability to take ethics from oposing ethic wheels. In other words give us the ability to specify which ethic wheel a certain ethic belongs too.
This should work in the smae vein as how ethic categories currently work. Ethic categories are used in the game to say what ethics are part of the same pair, binding authoritarian and egalitarian together. This makes it impossible to choose both authoritarian and egalitarian at the same time, and I would like this same feature be added for custom ethic wheels.
46 - Custom ship classes and custom leaders to lead them
Let us make custom ships that can hold leaders, where we can also specify what leader category can use them such as entirely new leader types introduced in mods.
47 - Temporary Trait Points
Add a new modifier that grants temporary trait points. By this I mean a modifier that would let you get extra modification points in the species creation menu. The point is that these extra points would be temporary and would only affect the start of the game and not give the species permanent extra modification points.
48 - Make "00_defines.txt" able to refer to custom rules in "00_rules.txt".
Some of the defines set in the defines file are values that one sometimes would like to see different values for in different scenarios.
Take the INTEGRATE_SUBJECT_MIN_DAYS value for example, this value has default value of 3600. This means that by default a subjected empire can only be integrated after 3600 days ( 10 years ). If you just wanted to make integration the integration timer go quicker you could easily change the value to something lower like 1800 days ( 5 years ). What is impossible is to have the value be 3600 by default but an additional factor that could chang it to 1800 via a modifier. This could be a civic, technology or something else. THe point is that it is currently impossible to make these values flexible as they are always the same for all empires.
To resolve this problem, please let us redirect the default the default value input to another file where we can write the condtions. In additions the ability to make modifiers that affect these values would also be great.
49 - Add a country_subject_integration_speed_mult modifier value
There seems to exist a country_subject_integration_speed_add modifer value in the code, please add a matching country_subject_integration_speed_mult modifer value so that one can be used.
50 - Custom Modifiers
Make it possible to create new modifiers. For example let us create a custom modifier called "experience_gain_mult". This modifier would by design give equal bonuses to both "ship_experience_gain_mult" and "army_experience_gain_mult". This would mean that a "experience_gain_mult = 0.10" would be equal to a "ship_experience_gain_mult = 0.10" plus a "army_experience_gain_mult = 0.10".
This feature would let us create more custom modifiers that interact with already existing modifiers without changing their names and descriptions.
51 - Reset/replace/remove origin event command
Give us a command that can be used in events to replace ones origin with another.
52 - Game Rule for disabling the move of capital
Make a customizable rule where one can define a scenario where a species cannot change capital. There are some scenarios where one would want an empire to be unable to change capital for lore or gameplay reasons. The lack of a way to disable capital swapping is currently making civics/origins linked to that idea hard to create.
53 - Make swap_type work with traits
With the release of the Lithoid DLC and its accompanying update a few existing features were changed to make lithoids fit in with the rest of the game. One of these changes was dividing the Devouring Swarm civic into one that fit the traditional hive mind and one that fit a lithoid one that was named Terravore. In the code however These two civics ahre the same civic slot with a new addition the swap_type string is used to define when the civic will have the traditional name and description and when to use the new Terravore one.
In the swap_type explanation found in the 00_civics.txt file it is written that it only the name and description can be changed by this trigger. ADding this feature would make it possible for us to not make seperate origins for species classes that shouldn't get the default traits or scenarios where only speific species classes should get a trait from the origin.
# In this scenario the civic/origin gives a trait by default if chosen, but if the trigger is activated no trait is given
civic = {
traits = {
trait = trait_x
}
swap_type = {
traits = {
# empty
}
trigger = {
local_human_species_class = SPECIES_CLASS
}
}
}
or;
# In this scenario the civic/origin gives no trait by default if chosen, but if the trigger is activated the trait is given
civic = {
swap_type = {
traits = {
trait = trait_x
}
trigger = {
local_human_species_class = SPECIES_CLASS
}
}
}
The rest of code for the origin/civic example has been removed to make the example easier.
Either of these two options would be very useful.
54