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if you seek to eliminate he need for the console, I would suggest spousal pregnancy options, as well as random courtier pregnancy by liege options, the ability to banish any prisoner in your dungeons regardless of who their liege is, suicide options, infanticide options, regicide, the possibilities are endless really.
 
I don't know if it's mentioned somewhere here already, don't want to read through all 43 pages either. In the OP it says that "fow on" (To turn off/on fog of war) doesn't work but it does work actually. You just have to take the "on" part away from there. And use simply "fow".
 
Here's a build all cheat by decision for all of you. You can modify it to suit your needs.

I've made a better one. This one will build all buildings in all holds you control (including temples and cities).
NOTE: it will NOT build mansion improvements for your family in Republic expansion, but you can add them if you want to > go to 00_buildings.txt located in common\buildings to find all building names.

decisions = {


build_cheat = {
potential = {
ai = no
}
effect = {
any_demesne_title = {

limit = {
NOT = {
has_building = ca_barracks_6
}
}


add_building = ca_wall_1
add_building = ca_wall_2
add_building = ca_wall_3
add_building = ca_wall_4
add_building = ca_wall_5
add_building = ca_barracks_1
add_building = ca_barracks_2
add_building = ca_barracks_3
add_building = ca_barracks_4
add_building = ca_barracks_5
add_building = ca_barracks_6
add_building = ca_militia_barracks_1
add_building = ca_militia_barracks_2
add_building = ca_militia_barracks_3
add_building = ca_keep_1
add_building = ca_keep_2
add_building = ca_keep_3
add_building = ca_keep_4
add_building = ca_keep_5
add_building = ca_keep_6
add_building = ca_stable_1
add_building = ca_stable_2
add_building = ca_stable_3
add_building = ca_stable_4
add_building = ca_stable_5
add_building = ca_town_1
add_building = ca_town_2
add_building = ca_town_3
add_building = ca_town_4
add_building = ca_town_5
add_building = ca_wall_q_1
add_building = ca_wall_q_2
add_building = ca_wall_q_3
add_building = ca_wall_q_4
add_building = ca_wall_q_5
add_building = ca_con_wall_6
add_building = ca_training_grounds_1
add_building = ca_training_grounds_2
add_building = ca_culture_frank_norman_german_1
add_building = ca_culture_frank_norman_german_2
add_building = ca_culture_frank_norman_german_3
add_building = ca_culture_frank_norman_german_4
add_building = ca_culture_group_iberian_1
add_building = ca_culture_group_iberian_2
add_building = ca_culture_group_iberian_3
add_building = ca_culture_group_iberian_4
add_building = ca_culture_italian_1
add_building = ca_culture_italian_2
add_building = ca_culture_italian_3
add_building = ca_culture_italian_4
add_building = ca_culture_russian_1
add_building = ca_culture_russian_2
add_building = ca_culture_russian_3
add_building = ca_culture_russian_4
add_building = ca_culture_group_north_germanic_1
add_building = ca_culture_group_north_germanic_2
add_building = ca_culture_group_north_germanic_3
add_building = ca_culture_group_north_germanic_4
add_building = ca_culture_hungarian_1
add_building = ca_culture_hungarian_2
add_building = ca_culture_hungarian_3
add_building = ca_culture_hungarian_4
add_building = ca_culture_group_arabic_1
add_building = ca_culture_group_arabic_2
add_building = ca_culture_group_arabic_3
add_building = ca_culture_group_arabic_4
add_building = ca_culture_group_byzantine_1
add_building = ca_culture_group_byzantine_2
add_building = ca_culture_group_byzantine_3
add_building = ca_culture_group_byzantine_4
add_building = ca_culture_irish_1
add_building = ca_culture_irish_2
add_building = ca_culture_irish_3
add_building = ca_culture_irish_4
add_building = ca_culture_ethiopian_1
add_building = ca_culture_ethiopian_2
add_building = ca_culture_ethiopian_3
add_building = ca_culture_ethiopian_4
add_building = ca_culture_west_african_1
add_building = ca_culture_west_african_2
add_building = ca_culture_west_african_3
add_building = ca_culture_west_african_4
add_building = ca_culture_group_south_slavic_1
add_building = ca_culture_group_south_slavic_2
add_building = ca_culture_group_south_slavic_3
add_building = ca_culture_group_south_slavic_4
add_building = ca_culture_dutch_1
add_building = ca_culture_dutch_2
add_building = ca_culture_dutch_3
add_building = ca_culture_dutch_4
add_building = ct_wall_q_1
add_building = ct_wall_q_2
add_building = ct_wall_q_3
add_building = ct_wall_q_4
add_building = ct_wall_q_5
add_building = ct_wall_1
add_building = ct_wall_2
add_building = ct_wall_3
add_building = ct_wall_4
add_building = ct_wall_5
add_building = ct_rep_arsenal_1
add_building = ct_rep_arsenal_2
add_building = ct_rep_arsenal_3
add_building = ct_training_grounds_1
add_building = ct_training_grounds_2
add_building = ct_training_grounds_3
add_building = ct_training_grounds_4
add_building = ct_training_grounds_5
add_building = ct_training_grounds_6
add_building = ct_barracks_1
add_building = ct_barracks_2
add_building = ct_barracks_3
add_building = ct_barracks_4
add_building = ct_barracks_5
add_building = ct_barracks_6
add_building = ct_guard_1
add_building = ct_guard_2
add_building = ct_guard_3
add_building = ct_guard_4
add_building = ct_guard_5
add_building = ct_marketplace_1
add_building = ct_marketplace_2
add_building = ct_marketplace_3
add_building = ct_marketplace_4
add_building = ct_marketplace_5
add_building = ct_marketplace_6
add_building = ct_port_1
add_building = ct_port_2
add_building = ct_port_3
add_building = ct_port_4
add_building = ct_port_5
add_building = ct_university_1
add_building = ct_university_2
add_building = ct_university_3
add_building = tp_wall_q_1
add_building = tp_wall_q_2
add_building = tp_wall_q_3
add_building = tp_wall_q_4
add_building = tp_wall_q_5
add_building = tp_wall_1
add_building = tp_wall_2
add_building = tp_wall_3
add_building = tp_wall_4
add_building = tp_wall_5
add_building = tp_monastery_1
add_building = tp_monastery_2
add_building = tp_monastery_3
add_building = tp_monastery_4
add_building = tp_monastery_5
add_building = tp_monastery_6
add_building = tp_barracks_1
add_building = tp_barracks_2
add_building = tp_barracks_3
add_building = tp_barracks_4
add_building = tp_barracks_5
add_building = tp_barracks_6
add_building = tp_elite_barracks_1
add_building = tp_elite_barracks_2
add_building = tp_elite_barracks_3
add_building = tp_elite_barracks_4
add_building = tp_elite_barracks_5
add_building = tp_elite_barracks_6
add_building = tp_town_1
add_building = tp_town_2
add_building = tp_town_3
add_building = tp_town_4
add_building = tp_town_5
add_building = tp_school_1
add_building = tp_school_2
}
}
ai_will_do = {
factor = 0
}
}
}
 
I've made a better one. This one will build all buildings in all holds you control (including temples and cities).
NOTE: it will NOT build mansion improvements for your family in Republic expansion, but you can add them if you want to > go to 00_buildings.txt located in common\buildings to find all building names.
Code:
decisions = {


build_cheat = {
potential = {
ai = no
}
effect = {
any_demesne_title = { 

limit = { 
NOT = {
has_building = ca_barracks_6
}
}


add_building = ca_wall_1
add_building = ca_wall_2
add_building = ca_wall_3
add_building = ca_wall_4
add_building = ca_wall_5
add_building = ca_barracks_1
add_building = ca_barracks_2
add_building = ca_barracks_3
add_building = ca_barracks_4
add_building = ca_barracks_5
add_building = ca_barracks_6
add_building = ca_militia_barracks_1
add_building = ca_militia_barracks_2
add_building = ca_militia_barracks_3
add_building = ca_keep_1
add_building = ca_keep_2
add_building = ca_keep_3
add_building = ca_keep_4
add_building = ca_keep_5
add_building = ca_keep_6
add_building = ca_stable_1
add_building = ca_stable_2
add_building = ca_stable_3
add_building = ca_stable_4
add_building = ca_stable_5
add_building = ca_town_1
add_building = ca_town_2
add_building = ca_town_3
add_building = ca_town_4
add_building = ca_town_5
add_building = ca_wall_q_1
add_building = ca_wall_q_2
add_building = ca_wall_q_3
add_building = ca_wall_q_4
add_building = ca_wall_q_5
add_building = ca_con_wall_6
add_building = ca_training_grounds_1
add_building = ca_training_grounds_2
add_building = ca_culture_frank_norman_german_1
add_building = ca_culture_frank_norman_german_2
add_building = ca_culture_frank_norman_german_3
add_building = ca_culture_frank_norman_german_4
add_building = ca_culture_group_iberian_1
add_building = ca_culture_group_iberian_2
add_building = ca_culture_group_iberian_3
add_building = ca_culture_group_iberian_4
add_building = ca_culture_italian_1
add_building = ca_culture_italian_2
add_building = ca_culture_italian_3
add_building = ca_culture_italian_4
add_building = ca_culture_russian_1
add_building = ca_culture_russian_2
add_building = ca_culture_russian_3
add_building = ca_culture_russian_4
add_building = ca_culture_group_north_germanic_1
add_building = ca_culture_group_north_germanic_2
add_building = ca_culture_group_north_germanic_3
add_building = ca_culture_group_north_germanic_4
add_building = ca_culture_hungarian_1
add_building = ca_culture_hungarian_2
add_building = ca_culture_hungarian_3
add_building = ca_culture_hungarian_4
add_building = ca_culture_group_arabic_1
add_building = ca_culture_group_arabic_2
add_building = ca_culture_group_arabic_3
add_building = ca_culture_group_arabic_4
add_building = ca_culture_group_byzantine_1
add_building = ca_culture_group_byzantine_2
add_building = ca_culture_group_byzantine_3
add_building = ca_culture_group_byzantine_4
add_building = ca_culture_irish_1
add_building = ca_culture_irish_2
add_building = ca_culture_irish_3
add_building = ca_culture_irish_4
add_building = ca_culture_ethiopian_1
add_building = ca_culture_ethiopian_2
add_building = ca_culture_ethiopian_3
add_building = ca_culture_ethiopian_4
add_building = ca_culture_west_african_1
add_building = ca_culture_west_african_2
add_building = ca_culture_west_african_3 
add_building = ca_culture_west_african_4
add_building = ca_culture_group_south_slavic_1
add_building = ca_culture_group_south_slavic_2
add_building = ca_culture_group_south_slavic_3
add_building = ca_culture_group_south_slavic_4
add_building = ca_culture_dutch_1
add_building = ca_culture_dutch_2
add_building = ca_culture_dutch_3
add_building = ca_culture_dutch_4
add_building = ct_wall_q_1
add_building = ct_wall_q_2
add_building = ct_wall_q_3
add_building = ct_wall_q_4
add_building = ct_wall_q_5
add_building = ct_wall_1
add_building = ct_wall_2
add_building = ct_wall_3
add_building = ct_wall_4
add_building = ct_wall_5
add_building = ct_rep_arsenal_1
add_building = ct_rep_arsenal_2
add_building = ct_rep_arsenal_3
add_building = ct_training_grounds_1
add_building = ct_training_grounds_2
add_building = ct_training_grounds_3
add_building = ct_training_grounds_4
add_building = ct_training_grounds_5
add_building = ct_training_grounds_6
add_building = ct_barracks_1
add_building = ct_barracks_2
add_building = ct_barracks_3
add_building = ct_barracks_4
add_building = ct_barracks_5
add_building = ct_barracks_6
add_building = ct_guard_1
add_building = ct_guard_2
add_building = ct_guard_3
add_building = ct_guard_4
add_building = ct_guard_5
add_building = ct_marketplace_1
add_building = ct_marketplace_2
add_building = ct_marketplace_3
add_building = ct_marketplace_4
add_building = ct_marketplace_5
add_building = ct_marketplace_6
add_building = ct_port_1
add_building = ct_port_2
add_building = ct_port_3
add_building = ct_port_4
add_building = ct_port_5
add_building = ct_university_1
add_building = ct_university_2
add_building = ct_university_3
add_building = tp_wall_q_1
add_building = tp_wall_q_2 
add_building = tp_wall_q_3 
add_building = tp_wall_q_4 
add_building = tp_wall_q_5
add_building = tp_wall_1
add_building = tp_wall_2
add_building = tp_wall_3
add_building = tp_wall_4
add_building = tp_wall_5
add_building = tp_monastery_1 
add_building = tp_monastery_2 
add_building = tp_monastery_3
add_building = tp_monastery_4 
add_building = tp_monastery_5 
add_building = tp_monastery_6
add_building = tp_barracks_1
add_building = tp_barracks_2 
add_building = tp_barracks_3 
add_building = tp_barracks_4 
add_building = tp_barracks_5 
add_building = tp_barracks_6
add_building = tp_elite_barracks_1
add_building = tp_elite_barracks_2
add_building = tp_elite_barracks_3
add_building = tp_elite_barracks_4
add_building = tp_elite_barracks_5
add_building = tp_elite_barracks_6
add_building = tp_town_1
add_building = tp_town_2 
add_building = tp_town_3 
add_building = tp_town_4 
add_building = tp_town_5 
add_building = tp_school_1 
add_building = tp_school_2
} 
}
ai_will_do = {
factor = 0
}
}
}

So thanks for sharing, but this freezes my game... im not good enough to break this down myself. Could someone make this into multiple decisions for those of us with weaker computers? Or an event? Like panadells, a multi choice thing, like build all walls, build all schools, etc... Or broken up like that cheat mod a page or two back....
 
So thanks for sharing, but this freezes my game... im not good enough to break this down myself. Could someone make this into multiple decisions for those of us with weaker computers? Or an event? Like panadells, a multi choice thing, like build all walls, build all schools, etc... Or broken up like that cheat mod a page or two back....

Haven't tested the decision myself, but it looks to me like it would add city, castle, and temple improvements to all holdings, regardless of what type they are, I imagine that'd cause the crash. Here's these though.

Code:
	build_cheat_castle = {
		potential = {
			ai = no
		}

		effect = {
			any_demesne_title = { 
				limit = { 
					holding_type = castle
					NOT = {
						has_building = ca_barracks_6
					}
				}
			add_building = ca_wall_1
			add_building = ca_wall_2
			add_building = ca_wall_3
			add_building = ca_wall_4
			add_building = ca_wall_5
			add_building = ca_barracks_1
			add_building = ca_barracks_2
			add_building = ca_barracks_3
			add_building = ca_barracks_4
			add_building = ca_barracks_5
			add_building = ca_barracks_6
			add_building = ca_militia_barracks_1
			add_building = ca_militia_barracks_2
			add_building = ca_militia_barracks_3
			add_building = ca_keep_1
			add_building = ca_keep_2
			add_building = ca_keep_3
			add_building = ca_keep_4
			add_building = ca_keep_5
			add_building = ca_keep_6
			add_building = ca_stable_1
			add_building = ca_stable_2
			add_building = ca_stable_3
			add_building = ca_stable_4
			add_building = ca_stable_5
			add_building = ca_town_1
			add_building = ca_town_2
			add_building = ca_town_3
			add_building = ca_town_4
			add_building = ca_town_5
			add_building = ca_wall_q_1
			add_building = ca_wall_q_2
			add_building = ca_wall_q_3
			add_building = ca_wall_q_4
			add_building = ca_wall_q_5
			add_building = ca_training_grounds_1
			add_building = ca_training_grounds_2
			}	
		}

		ai_will_do = {
			factor = 0
		}
	}

Code:
	build_cheat_city = {
		potential = {
			ai = no
		}

		effect = {
			any_demesne_title = { 
				limit = { 
					holding_type = city
					NOT = {
						has_building = ct_barracks_6
					}
				}
			add_building = ct_wall_1
			add_building = ct_wall_2
			add_building = ct_wall_3
			add_building = ct_wall_4
			add_building = ct_wall_5
			add_building = ct_barracks_1
			add_building = ct_barracks_2
			add_building = ct_barracks_3
			add_building = ct_barracks_4
			add_building = ct_barracks_5
			add_building = ct_barracks_6
			add_building = ct_university_1
			add_building = ct_university_2
			add_building = ct_university_3
			add_building = ct_marketplace_1
			add_building = ct_marketplace_2
			add_building = ct_marketplace_3
			add_building = ct_marketplace_4
			add_building = ct_marketplace_5
			add_building = ct_marketplace_6
			add_building = ct_guard_1
			add_building = ct_guard_2
			add_building = ct_guard_3
			add_building = ct_guard_4
			add_building = ct_guard_5
			add_building = ct_wall_q_1
			add_building = ct_wall_q_2
			add_building = ct_wall_q_3
			add_building = ct_wall_q_4
			add_building = ct_wall_q_5
			add_building = ct_training_grounds_1
			add_building = ct_training_grounds_2
			add_building = ct_training_grounds_3
			add_building = ct_training_grounds_4
			add_building = ct_training_grounds_5
			add_building = ct_training_grounds_6
			}	
		}

		ai_will_do = {
			factor = 0
		}
	}

Code:
	build_cheat_temple = {
		potential = {
			ai = no
		}

		effect = {
			any_demesne_title = { 
				limit = { 
					holding_type = temple
					NOT = {
						has_building = tp_barracks_6
					}
				}
			add_building = tp_wall_q_1
			add_building = tp_wall_q_2
			add_building = tp_wall_q_3
			add_building = tp_wall_q_4
			add_building = tp_wall_q_5
			add_building = tp_wall_1
			add_building = tp_wall_2
			add_building = tp_wall_3
			add_building = tp_wall_4
			add_building = tp_wall_5
			add_building = tp_monastery_1
			add_building = tp_monastery_2
			add_building = tp_monastery_3
			add_building = tp_monastery_4
			add_building = tp_monastery_5
			add_building = tp_monastery_6
			add_building = tp_barracks_1
			add_building = tp_barracks_2
			add_building = tp_barracks_3
			add_building = tp_barracks_4
			add_building = tp_barracks_5
			add_building = tp_barracks_6
			add_building = tp_elite_barracks_1
			add_building = tp_elite_barracks_2
			add_building = tp_elite_barracks_3
			add_building = tp_elite_barracks_4
			add_building = tp_elite_barracks_5
			add_building = tp_elite_barracks_6
			add_building = tp_town_1
			add_building = tp_town_2
			add_building = tp_town_3
			add_building = tp_town_4
			add_building = tp_town_5
			add_building = tp_school_1
			add_building = tp_school_2
			}	
		}

		ai_will_do = {
			factor = 0
		}
	}

Doesn't add cultural buildings to castles or ports to cities, since I'm not sure how to limit effects based on culture or whether a province is coastal or not, but that should take care of most of what you're looking for.
 
Haven't tested the decision myself, but it looks to me like it would add city, castle, and temple improvements to all holdings, regardless of what type they are, I imagine that'd cause the crash. Here's these though.

Code:
	build_cheat_castle = {
		potential = {
			ai = no
		}

		effect = {
			any_demesne_title = { 
				limit = { 
					holding_type = castle
					NOT = {
						has_building = ca_barracks_6
					}
				}
			add_building = ca_wall_1
			add_building = ca_wall_2
			add_building = ca_wall_3
			add_building = ca_wall_4
			add_building = ca_wall_5
			add_building = ca_barracks_1
			add_building = ca_barracks_2
			add_building = ca_barracks_3
			add_building = ca_barracks_4
			add_building = ca_barracks_5
			add_building = ca_barracks_6
			add_building = ca_militia_barracks_1
			add_building = ca_militia_barracks_2
			add_building = ca_militia_barracks_3
			add_building = ca_keep_1
			add_building = ca_keep_2
			add_building = ca_keep_3
			add_building = ca_keep_4
			add_building = ca_keep_5
			add_building = ca_keep_6
			add_building = ca_stable_1
			add_building = ca_stable_2
			add_building = ca_stable_3
			add_building = ca_stable_4
			add_building = ca_stable_5
			add_building = ca_town_1
			add_building = ca_town_2
			add_building = ca_town_3
			add_building = ca_town_4
			add_building = ca_town_5
			add_building = ca_wall_q_1
			add_building = ca_wall_q_2
			add_building = ca_wall_q_3
			add_building = ca_wall_q_4
			add_building = ca_wall_q_5
			add_building = ca_training_grounds_1
			add_building = ca_training_grounds_2
			}	
		}

		ai_will_do = {
			factor = 0
		}
	}

Code:
	build_cheat_city = {
		potential = {
			ai = no
		}

		effect = {
			any_demesne_title = { 
				limit = { 
					holding_type = city
					NOT = {
						has_building = ct_barracks_6
					}
				}
			add_building = ct_wall_1
			add_building = ct_wall_2
			add_building = ct_wall_3
			add_building = ct_wall_4
			add_building = ct_wall_5
			add_building = ct_barracks_1
			add_building = ct_barracks_2
			add_building = ct_barracks_3
			add_building = ct_barracks_4
			add_building = ct_barracks_5
			add_building = ct_barracks_6
			add_building = ct_university_1
			add_building = ct_university_2
			add_building = ct_university_3
			add_building = ct_marketplace_1
			add_building = ct_marketplace_2
			add_building = ct_marketplace_3
			add_building = ct_marketplace_4
			add_building = ct_marketplace_5
			add_building = ct_marketplace_6
			add_building = ct_guard_1
			add_building = ct_guard_2
			add_building = ct_guard_3
			add_building = ct_guard_4
			add_building = ct_guard_5
			add_building = ct_wall_q_1
			add_building = ct_wall_q_2
			add_building = ct_wall_q_3
			add_building = ct_wall_q_4
			add_building = ct_wall_q_5
			add_building = ct_training_grounds_1
			add_building = ct_training_grounds_2
			add_building = ct_training_grounds_3
			add_building = ct_training_grounds_4
			add_building = ct_training_grounds_5
			add_building = ct_training_grounds_6
			}	
		}

		ai_will_do = {
			factor = 0
		}
	}

Code:
	build_cheat_temple = {
		potential = {
			ai = no
		}

		effect = {
			any_demesne_title = { 
				limit = { 
					holding_type = temple
					NOT = {
						has_building = tp_barracks_6
					}
				}
			add_building = tp_wall_q_1
			add_building = tp_wall_q_2
			add_building = tp_wall_q_3
			add_building = tp_wall_q_4
			add_building = tp_wall_q_5
			add_building = tp_wall_1
			add_building = tp_wall_2
			add_building = tp_wall_3
			add_building = tp_wall_4
			add_building = tp_wall_5
			add_building = tp_monastery_1
			add_building = tp_monastery_2
			add_building = tp_monastery_3
			add_building = tp_monastery_4
			add_building = tp_monastery_5
			add_building = tp_monastery_6
			add_building = tp_barracks_1
			add_building = tp_barracks_2
			add_building = tp_barracks_3
			add_building = tp_barracks_4
			add_building = tp_barracks_5
			add_building = tp_barracks_6
			add_building = tp_elite_barracks_1
			add_building = tp_elite_barracks_2
			add_building = tp_elite_barracks_3
			add_building = tp_elite_barracks_4
			add_building = tp_elite_barracks_5
			add_building = tp_elite_barracks_6
			add_building = tp_town_1
			add_building = tp_town_2
			add_building = tp_town_3
			add_building = tp_town_4
			add_building = tp_town_5
			add_building = tp_school_1
			add_building = tp_school_2
			}	
		}

		ai_will_do = {
			factor = 0
		}
	}

Doesn't add cultural buildings to castles or ports to cities, since I'm not sure how to limit effects based on culture or whether a province is coastal or not, but that should take care of most of what you're looking for.

Thanks this should be perfect!
 
I'm been searching this thread, but no luck so far - is there no way modifier the build time of holdings and holding improvements with static_modifiers? I've tried "build_time_modifier = -1" with a difficulty I seldom use, but nothings changed (Yes, I switched to that difficulty).
 
I'm been searching this thread, but no luck so far - is there no way modifier the build time of holdings and holding improvements with static_modifiers? I've tried "build_time_modifier = -1" with a difficulty I seldom use, but nothings changed (Yes, I switched to that difficulty).

Didn't you shorten build time by one day, like that?
 
Is there some way to alter a character's education trait without editing the save file?

Find out the number/Id of the trait you want, go into the save file, delete the education trait (its usually the first one) and edit in the trait you want in its place.

Also, Weiss, I am uncertain. I'll check when I get home.

-----------


EDIT:

Ok, fiddled around with it. Setting it to build_time_modifier = 9999 for example gave me this result:

4TfzhFe.png


Not sure what's up with that Donjon, and building holdings still takes the usual span of time.
 
Last edited:
Is there some way to alter a character's education trait without editing the save file?

Here's a pretty basic version.

Code:
decisions = {
	test = {
		potential = { 
			ai = no
		}
		allow = {
		}
		effect = { 
			remove_trait = grey_eminence
			add_trait = brilliant_strategist
		}
		ai_will_do = { 
			factor = 0 
		}
	}
}

Create a new text file in your decisions folder and add this to it. You'll want to add a remove_trait line for every education trait except your desired one and edit the add_trait line to your liking. You could then pretty much just copy and paste the decision and make one for each education type. Then just add some localisation and you're good to go.
 
[KPD]Fidel;15058072 said:
Hi Guys could anybody explain to me how this works? Firstly: Does this only work on castles, since I don't see any city or temple upgrades? Secondly if it does only work for castles is there an event out that builds upgrades in your other holdings as well and in your vassel holdings? Thirdly: How exactly do im implement this? Sorry for these kind of noob questions but i never played around with events and the likes. After playing the game a couple of times I simply wanna rise quickly and overrun the Muslims a bit so I'd simply like to be able to not have to wait for ages to build stuff and I don't wanna fiddle around in my savegames anymore to achieve that.

Second one:



Does this work? Or rather has anybody tried? I would love to be able to be guardian for all my kids and later all my grandchildren if that works ;). Again: Can anybody confirm it does work or is there a better version out and how exactly do I get it to work?

decisions = {

childstatus = {
potential = {
ai = no
}
effect = {
any_dynasty_member = {
limit = {
age = 6
NOT = { age = 16 }
NOT = { guardian = {character = ROOT }
}
}
set_guardian = root
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 = homosexual
remove_trait = stutter
remove_trait = ugly
remove_trait = dwarf
remove_trait = clubfooted
remove_trait = harelip
remove_trait = hunchback
remove_trait = lisp
remove_trait = slow
remove_trait = weak
remove_trait = inbred
remove_trait = imbecile
ai_will_do = {
factor = 0
}
}
}


Adding the any_dynasty_member allows you to pull any memeber of the dynasty to your character that is at the ages of being able to get mentored. Even if you have landed the parents and the AI is playing them as your vassel you will still take them withought having to ask. Good way to get more bonus loyalty for being their mentor.