Say I wanted to level the technology playing field between backwards Northwest Europe and the advanced Mediterranean. Are there any events that increase one's technological development? Or failing that, ways to edit the technological development directly?
There are events that raise your military, and cultural tech by a measly .1 or .2 points respectively (and the cultural rate at cost). You can also fire the "spymaster steals tech event for your spymaster when he/she is in a province that has higher tech than you. However, you can write an event that does it much MUCH better. Here's the one that I wrote:
# 99999: The liege is informed of the success
letter_event = {
id = 99999
desc = "EVTDESC20260"
border = GFX_event_letter_frame_religion
is_triggered_only = yes
option = {
name = "EVTOPTA20260"
FROM = {
location = { change_random_civ_tech = 10 }
location = { change_random_mil_tech = 10 }
location = { change_random_eco_tech = 10 }
}
}
option = {
name = "EVTOPTB20260"
}
}
To anyone with actual coding experience who wonders why this is probably a very sub-optimal way of doing things, that's because I just copied the "philosopher discovered" event, removed the cost, changed the weight, and added lines that increase military and economic tech as well. All you need to do for this event to function is place it in a plain text document (the document's name is unimportant) and place that document in the events folder of your game. If you'd like to do it without altering your checksum, you can make a mod containing just this text file. If you use my event verbatim, just type "event 99999" in game to fire it. It will fire for the province your character occupies. An easy way to get it to work for other provinces (this goes for the earlier post on event 900: religious conversion as well) is to place your character at the head of an army and move the army around to the provinces you wish to change. Also, do not make the value greater than 10. If a tech stands at 5.0-5.9 it will act as if the tech level is 5 and not increase under any conditions, however, if it gets to 6.0 or higher things get pretty buggy.
Edit: Alternatively, if you cannot move your character via an army (if you have minimal crown authority or are a councilor on assignment), you can also fire the event for anyone within the province of your choosing (i.e. a mayor or bishop within the province) by typing "event 99999 #" where # is their character ID viewed by typing charid 1 into the console and mousing over their portrait.
character_event = {
id = 38099
desc = "War has come and so I must raise war taxes to fund my armies!"
picture = GFX_evt_council
trigger = {
ai = no
any_war = yes
}
option = {
name = "Loot the coffers!"
add_character_modifier = {
name = war_taxes
duration = -1
}
wealth = 5000
add_stewardship = 10
}
}
not = { has_character_modifier = war_taxes }
cheat_01 = {
potential = {
}
allow = {
}
effect = {
#scaled_wealth = 300.20
#wealth = 10000
#prestige = 1000
#tax_income = 4000
#build_cost_modifier = -1.0
#light_infantry_offensive = 10.1
#heavy_infantry_offensive = 10.1
#pikemen_offensive = 10.1
#archers_offensive = 10.1
#light_cavalry_offensive = 10.1
#knights_offensive = 10.1
#horse_archers_offensive = 10.1
#light_infantry_defensive = 10.1
#heavy_infantry_defensive = 10.1
#pikemen_defensive = 10.1
#archers_defensive = 10.1
#light_cavalry_defensive = 10.1
#knights_defensive = 10.1
#horse_archers_defensive = 10.1
#light_infantry = 1500
#heavy_infantry = 3000
#pikemen = 1000
#archers = 2000
#light_cavalry = 1000
#knights = 5000
#horse_archers = 2000
#galleys = 3
#global_defensive = 100.01
#global_offensive = 100.01
#global_tax_modifier = 40.02
#global_supply_limit = 99000
#tech_growth_modifier = 3
#tech_growth_modifier_culture = 200
#tech_growth_modifier_military = 200
#tech_growth_modifier_economy = 200
#monthly_character_wealth = 10.25
#build_time_modifier = -1.0
#local_build_time_modifier = -1.0
#build_time = -1.0
#land_organisation = 40.0
#naval_organisation = 40.0
#naval_morale = 40.0
#land_morale = 40.0
#defensive = 500.0
#offensive = 500.0
#supply_limit = 99000
base_health = 120
health = 120
disease_defence = 100.0
assassinate_chance_modifier = 1000.0
plot_discovery_chance = 1000.0
local_revolt_risk = -0.9
add_trait = megagenius
#add_trait = genius
remove_trait = stressed
remove_trait = depressed
remove_trait = lunatic
remove_trait = possessed
remove_trait = ill
remove_trait = pneumonic
remove_trait = syphilitic
remove_trait = leper
remove_trait = wounded
remove_trait = maimed
remove_trait = infirm
remove_trait = incapable
remove_trait = drunkard
remove_trait = has_tuberculosis
remove_trait = has_typhoid_fever
remove_trait = has_typhus
remove_trait = has_bubonic_plague
remove_trait = has_measles
remove_trait = has_small_pox
remove_trait = voice_of_jesus
remove_trait = homosexual
remove_trait = clubfooted
remove_trait = harelip
remove_trait = hunchback
remove_trait = lisp
remove_trait = stutter
remove_trait = ugly
remove_trait = dwarf
remove_trait = slow
remove_trait = imbecile
remove_trait = inbred
remove_trait = weak
remove_trait = hedonist
remove_trait = lustful
remove_trait = gluttonous
remove_trait = greedy
remove_trait = charitable
remove_trait = slothful
remove_trait = craven
remove_trait = zealous
remove_trait = trusting
remove_trait = envious
#movement_cost = -500.0
#BUILD_TIME_MODIFIER = -0.95
#LOCAL_BUILD_TIME_MODIFIER = -0.95
assassinate_chance_modifier = 1000
plot_discovery_chance = 1000
#land_organisation = 40.0
#naval_organisation = 40.0
#global_defensive = 200
#global_offensive = 200
#defensive = 500.0
#offensive = 500.0
#global_supply_limit = 99000
supply_limit = 99000
max_attrition = -0.5
#levy_size_modifier = 2.0
#levy_size = 2.0
#local_levy_size = 2.0
#levy_reinforce_rate = 800.0
#merc_reinforce_rate = 400.0
#army_movement_cost = -500.95
#movement_cost = -900.95
#movement_cost_modifier = -900.95
add_character_modifier = {
#tech_growth_modifier = 2
#build_cost_modifier = -100
#build_time_modifier = -100
name = super_builder
duration = -1
}
#command_modifier = {
#speed = 5.0
#damage = 2.0
#defence = 3.0
#pursue = 2.0
#retreat = 2.0
#}
}
ai_will_do = {
factor = 0
}
}
cheat_02_prestige = {
potential = {
}
allow = {
}
effect = {
#wealth = 5000
prestige = 1000
#piety = 100
add_character_modifier = {
}
}
ai_will_do = {
factor = 0
}
}
cheat_03_money = {
potential = {
}
allow = {
}
effect = {
wealth = 50000
#prestige = 1000
#piety = 100
remove_trait = stressed
remove_trait = depressed
remove_trait = lunatic
remove_trait = possessed
remove_trait = ill
remove_trait = pneumonic
remove_trait = syphilitic
remove_trait = leper
remove_trait = wounded
remove_trait = maimed
remove_trait = infirm
remove_trait = incapable
remove_trait = drunkard
remove_trait = has_tuberculosis
remove_trait = has_typhoid_fever
remove_trait = has_typhus
remove_trait = has_bubonic_plague
remove_trait = has_measles
remove_trait = has_small_pox
remove_trait = voice_of_jesus
remove_trait = homosexual
remove_trait = clubfooted
remove_trait = harelip
remove_trait = hunchback
remove_trait = lisp
remove_trait = stutter
remove_trait = ugly
remove_trait = dwarf
remove_trait = slow
remove_trait = imbecile
remove_trait = inbred
remove_trait = weak
remove_trait = hedonist
remove_trait = lustful
remove_trait = gluttonous
remove_trait = greedy
remove_trait = charitable
remove_trait = slothful
remove_trait = craven
remove_trait = zealous
remove_trait = trusting
remove_trait = envious
add_character_modifier = {
}
}
ai_will_do = {
factor = 0
}
}
cheat_04_piety = {
potential = {
}
allow = {
}
effect = {
#wealth = 5000
#prestige = 1000
piety = 500
add_character_modifier = {
}
}
ai_will_do = {
factor = 0
}
}
cheat_05_super_builder_money = {
potential = {
}
allow = {
}
effect = {
wealth = 50000
add_character_modifier = {
name = super_builder
duration = -1
}
}
ai_will_do = {
factor = 0
}
}
cheat_06_remove_all = {
potential = {
}
allow = {
}
effect = {
#wealth = 50000
#prestige = 1000
#piety = 100
remove_trait = immortality_curse
remove_trait = megagenius
remove_trait = stressed
remove_trait = depressed
remove_trait = lunatic
remove_trait = possessed
remove_trait = ill
remove_trait = pneumonic
remove_trait = syphilitic
remove_trait = leper
remove_trait = wounded
remove_trait = maimed
remove_trait = infirm
remove_trait = incapable
remove_trait = drunkard
remove_trait = has_tuberculosis
remove_trait = has_typhoid_fever
remove_trait = has_typhus
remove_trait = has_bubonic_plague
remove_trait = has_measles
remove_trait = has_small_pox
remove_trait = voice_of_jesus
remove_trait = homosexual
remove_trait = clubfooted
remove_trait = harelip
remove_trait = hunchback
remove_trait = lisp
remove_trait = stutter
remove_trait = ugly
remove_trait = dwarf
remove_trait = slow
remove_trait = imbecile
remove_trait = inbred
remove_trait = weak
remove_trait = hedonist
remove_trait = lustful
remove_trait = gluttonous
remove_trait = greedy
remove_trait = charitable
remove_trait = slothful
remove_trait = craven
remove_trait = zealous
remove_trait = trusting
remove_trait = envious
add_character_modifier = {
name = super_builder
duration = 1
}
}
ai_will_do = {
factor = 0
}
}
cheat_07_immortality_clean = {
potential = {
}
allow = {
}
effect = {
#wealth = 50000
#prestige = 1000
#piety = 100
add_trait = immortality_curse
remove_trait = megagenius
remove_trait = super_builder
remove_trait = stressed
remove_trait = depressed
remove_trait = lunatic
remove_trait = possessed
remove_trait = ill
remove_trait = pneumonic
remove_trait = syphilitic
remove_trait = leper
remove_trait = wounded
remove_trait = maimed
remove_trait = infirm
remove_trait = incapable
remove_trait = drunkard
remove_trait = has_tuberculosis
remove_trait = has_typhoid_fever
remove_trait = has_typhus
remove_trait = has_bubonic_plague
remove_trait = has_measles
remove_trait = has_small_pox
remove_trait = voice_of_jesus
remove_trait = homosexual
remove_trait = clubfooted
remove_trait = harelip
remove_trait = hunchback
remove_trait = lisp
remove_trait = stutter
remove_trait = ugly
remove_trait = dwarf
remove_trait = slow
remove_trait = imbecile
remove_trait = inbred
remove_trait = weak
remove_trait = hedonist
remove_trait = lustful
remove_trait = gluttonous
remove_trait = greedy
remove_trait = charitable
remove_trait = slothful
remove_trait = craven
remove_trait = zealous
remove_trait = trusting
remove_trait = envious
}
ai_will_do = {
factor = 0
}
}
cheat_08 = {
potential = {
}
allow = {
}
effect = {
add_trait = addition_for_battle
}
ai_will_do = {
factor = 0
}
}
cheat_09 = {
potential = {
}
allow = {
}
effect = {
remove_trait = addition_for_battle
}
ai_will_do = {
factor = 0
}
}
cheat_10 = {
potential = {
}
allow = {
}
effect = {
wealth = 5000
health = 5
add_trait = really_great_stupidity
add_character_modifier = {
name = sup_stat
duration = -1
}
}
command_modifier = {
speed = 5.0
damage = 2.0
defence = 3.0
#pursue = 2.0
#retreat = 2.0
}
ai_will_do = {
factor = 0
}
}
megagenius = {
#congenital = yes
#birth = yes
#only_playable = yes
#only_player = yes
opposites = {
#imbecile
#slow
#quick
}
immortal = yes
health = 125
diplomacy = 20
intrigue = 20
stewardship = 20
martial = 20
learning = 20
build_cost_modifier = -0.3
build_time_modifier = -0.5
#local_build_time_modifier = -1.0
#build_time = -1000.0
#tech_growth_modifier_culture = 10
#tech_growth_modifier_military = 10
#tech_growth_modifier_economy = 10
#tech_growth_modifier = 1.0
disease_defence = 5
assassinate_chance_modifier = 200
plot_discovery_chance = 4
#levy_size = 200.0
regiment_reinforcement_speed = 5.0
levy_reinforce_rate = 200.0
#movement_cost = -50.0
monthly_character_wealth = 50.0
monthly_character_prestige = 0.1
supply_limit = 40
general_opinion = 5
command_modifier = {
speed = 5
damage = 5
defence = 5
#pursue = 2.0
#retreat = 2.0
}
add_character_modifier = {
name = super_builder
duration = -1
#health = 90
#diplomacy = 35
#intrigue = 200
#stewardship = 200
#martial = 75
#learning = 75
#build_cost_modifier = -0.5
#build_time_modifier = -1.0
#local_build_time_modifier = -1.0
#build_time = -1000.0
#tech_growth_modifier_culture = 10
#tech_growth_modifier_military = 10
#tech_growth_modifier_economy = 10
#tech_growth_modifier = 4.0
disease_defence = 5
assassinate_chance_modifier = 2
plot_discovery_chance = 4
#levy_size = 200.0
#levy_reinforce_rate = 200.0
#movement_cost = -50.0
}
ai_will_do = {
factor = 0
}
#ai_rationality = 30
#vassal_opinion = 5
}
really_great_stupidity = {
command_modifier = {
speed = 5
damage = 3
defence = 3
}
add_character_modifier = {
name = sup_stat
duration = -1
}
ai_will_do = {
factor = 0
}
}
addition_for_battle = {
#leader = yes
health = 5
diplomacy = 30
intrigue = 30
stewardship = 30
martial = 30
learning = 30
disease_defence = 2
assassinate_chance_modifier = 2
plot_discovery_chance = 4
regiment_reinforcement_speed = 5.0
levy_reinforce_rate = 200.0
command_modifier = {
speed = 5.0
damage = 2.0
defence = 3.0
}
add_character_modifier = {
name = sup_stat
duration = -1
}
ai_will_do = {
factor = 0
}
}
immortality_curse = {
#congenital = yes
#birth = yes
#only_playable = yes
#only_player = yes
opposites = {
lunatic
possessed
ill
pneumonic
syphilitic
leper
wounded
maimed
incapable
has_tuberculosis
has_typhoid_fever
has_typhus
has_bubonic_plague
has_measles
has_small_pox
voice_of_jesus
imbecile
weak
}
immortal = yes
health = 125
disease_defence = 2
assassinate_chance_modifier = 2
plot_discovery_chance = 2
#add_character_modifier = {
#}
ai_will_do = {
factor = 0
}
}
super_builder = {
#tech_growth_modifier = 15.0
#tech_growth_rate = 10.0
tech_growth_modifier_culture = 1.2
tech_growth_modifier_military = 1.2
tech_growth_modifier_economy = 1.2
#local_build_time_modifier = -1.0
build_cost_modifier = -0.5
build_time_modifier = -1.0
disease_defence = 100
assassinate_chance_modifier = 2
plot_discovery_chance = 2
#levy_size_modifier = 2.0
#levy_size = 2.0
#local_levy_size = 800.0
#castle_levy_size = 5000.0
regiment_reinforcement_speed = 10.0
levy_reinforce_rate = 600.0
merc_reinforce_rate = 400.0
icon = 12
}
sup_stat = {
tech_growth_modifier_culture = 1.2
tech_growth_modifier_military = 1.2
tech_growth_modifier_economy = 1.2
build_cost_modifier = -0.5
build_time_modifier = -1.0
disease_defence = 100
assassinate_chance_modifier = 2
plot_discovery_chance = 2
#levy_size_modifier = 2.0
#levy_size = 2.0
#local_levy_size = 800.0
#castle_levy_size = 5000.0
regiment_reinforcement_speed = 10.0
levy_reinforce_rate = 600.0
merc_reinforce_rate = 400.0
icon = 12
health = 5
diplomacy = 30
intrigue = 30
stewardship = 30
martial = 30
learning = 30
disease_defence = 2
#assassinate_chance_modifier = 2
#plot_discovery_chance = 4
regiment_reinforcement_speed = 5.0
levy_reinforce_rate = 200.0
add_trait = really_great_stupidity
}
Is there any way to change other characters' (aside from the one I'm playing) religions? I want to use a cheat to make the holders of the pentarchy Orthodox.