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.
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.
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EDIT:
Ok, fiddled around with it. Setting it to build_time_modifier = 9999 for example gave me this result:
Not sure what's up with that Donjon, and building holdings still takes the usual span of time.
How would I implement this EXACTLY into decisions? Sorry for being a noviceHaven'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.
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
Is there an event that cures Maimed?
How would I implement this EXACTLY into decisions? Sorry for being a novice
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.
does the religion cheat only work with norse and tengri
Thank you for the response. After simply creating a new text file and pasting the info in there, it didn't show up / work?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.
It is finnish_pagan. crusader kings ii\common\religions\00_religions.txt ftwbut when i put in religion suomenusko_pagan i press enter but nothing happens its like the make the wife have a kid cheat it really only half way works