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I made this fairly simple Cheat Mod for my son, who has a lot of trouble with the finer aspects of the game.

It is decision based, but doesn't clutter your menu, as it has an Enable/Disable toggle.

Options:

  • Add Diplomacy
  • Add Martial
  • Add Stewardship
  • Add Intrigue
  • Add Learning
  • Remove All Bad Traits
  • Add Tech to Capital
  • Add Tech to Province where You are Standing
  • Knight Doomstack
  • Horse Archer/Light Cav Doomstack
  • Heavy Infantry Doomstack
  • Skirmisher Doomstack
  • Free Fleets
  • Disband All Cheat Armies
  • Disband All Cheat Navies

Some Notes:
All attributes go up in increments of 5. (I don't prefer huge levels, if you do, trigger the event 20 times)
All Armies and Navies appear in Malta. I am new to this, and didn't bother to figure out how to put them in your territory. Using the boats, you can rapidly move them wherever you wish. The armies come with a usually decent leader, who will be your culture and religion.
The techs go up by one star.
My son argued that Dwarf shouldn't be on the list of removed traits, and he won. So have your Dwarven Kingdoms!
Should be compatible with any mod that doesn't alter the map.

Can this be modified to spawn retinue units?
 
Curiosity, I made a special cb just for me. What is the line to make sure that the ai doesn't use my cb?

Just add:
ai = no ?
 
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.


First go to your Ck2/common/event_modifiers and open your event modifiers document. Scroll to the end and add this

province_booster = {
local_build_time_modifier = -2.0
icon = 3
}

Next go to your ck2/decisions folder

created a new text document called "booster" copy this into the document and save

decisions = {
province_boost = {
potential = {
ai = no
}
effect = {
any_demesne_title = {

location = {
add_province_modifier = {
name = "province_booster"
duration = -1
}
}
}
}
}
}


You will now have a new decision that will allow you to create a buff that last forever for whatever province you are currently the title holder for. Now your AI Mayor and Church head serving under you will also get use of the buff to build instantly. As you gain more land you go back to the decision and you will see the new lands come up. If you dont want someone. Example if your a duke and your going to make a vassal count to serve under you. Land the title to them first and then do the booster buff. It wont effect his land. But the buff will stay on any land that you have owned even if you lose it or eventually give to another vassal.
 
It only took a year but I finally caught up, I've updated the first post with stuff from the CK2 wiki and gone back through 22 pages of this thread and added stuff from peoples posts though I might have missed some stuff.

Enjoy and keep sharing! ;D
 
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.
How would I implement this EXACTLY into decisions? Sorry for being a novice
 
It only took a year but I finally caught up, I've updated the first post with stuff from the CK2 wiki and gone back through 22 pages of this thread and added stuff from peoples posts though I might have missed some stuff.

Enjoy and keep sharing! ;D

Thanks !
Wouldn't it be nicer to reveal that one gets cheat commands displayed with the 'help' command ? ;)
recalc_succ <char-id> is as far as i know for recalculating succession in case it seems broken, as it sometimes lags behind in recalculating if something changed in the succession order.
Cheers
 
How would I implement this EXACTLY into decisions? Sorry for being a novice

Go to either your game's install folder, or the folder of a mod you use and create a new text document in the decisions folder. Copy and paste that code into the text file, and you're good to go. You'll also want to make a new file in the localisation folder for those decisions, otherwise they'll just show up as "build_cheat_X" in your list of decisions. Something like this should do, just edit the name/description to your liking.

Code:
build_cheat_temple;Temple Build Cheat;;;;;;;;;;;;;x
build_cheat_temple_desc;Upgrade all held temples fully.;;;;;;;;;;;;;x

Not directly. You can remove it by gaining wounded, and then removing wounded. It's event 6080 into event 6081.

You could also make a decision that removes it, along with imbecile, slow, or whatever other traits you don't want.
 
Go to either your game's install folder, or the folder of a mod you use and create a new text document in the decisions folder. Copy and paste that code into the text file, and you're good to go. You'll also want to make a new file in the localisation folder for those decisions, otherwise they'll just show up as "build_cheat_X" in your list of decisions. Something like this should do, just edit the name/description to your liking.

Code:
build_cheat_temple;Temple Build Cheat;;;;;;;;;;;;;x
build_cheat_temple_desc;Upgrade all held temples fully.;;;;;;;;;;;;;x



You could also make a decision that removes it, along with imbecile, slow, or whatever other traits you don't want.
Thank you for the response. After simply creating a new text file and pasting the info in there, it didn't show up / work?
 
Hello everyone , i have to question

- First , how can i add prestige and wealth to a character who is not the character i play ?

- Second , how can i put prestige and wealth in the CHARACTER_TOOLTIP_DELAYED box ? I know that this line is in the Text1.csv localisation file , but i don't know how to add prestige.