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Bad_Haggis

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Less Humans? I don't think anyone knows.
 

kraussda

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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.
 

Quazar87

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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.

This is great, thanks.

Also, what is the event that allows your spymaster to steal a tech?
 

kraussda

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event 20320 is the one in which your spymaster steals a tech. Keep in mind that your character has to be in the province you want to steal tech from (or the character you fire the event for has to be there). However, if you're cheating to improve technology, the event I posted earlier is far better in every conceivable way. You can only steal technology from a province until you reach parity with them (and very VERY slowly I might add...spamming an event hundreds of times is not very fun). The only reason to use the spymaster event is that you'd have more control over when to stop as it's pretty hard to use my event and get all your techs evenly to level 3, say. However, as long as you're triggering events, why not go the whole nine yards?
 

iamjmph

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the vanilla list was borrowed from another post(128 i believe) and then i updated it.
edit: Up To Date as of 3/4/2016
############
# EDUCATION
############

# INTRIGUE OUTCOMES
1 amateurish_plotter
2 flamboyant_schemer
3 intricate_webweaver
4 elusive_shadow

# DIPLOMACY OUTCOMES
5 naive_appeaser
6 underhanded_rogue
7 charismatic_negotiator
8 grey_eminence

# STEWARDSHIP OUTCOMES
9 indulgent_wastrel
10 thrifty_clerk
11 fortune_builder
12 midas_touched

# MARTIAL OUTCOMES
13 misguided_warrior
14 tough_soldier
15 skilled_tactician
16 brilliant_strategist

# ECCLESIASTICAL OUTCOMES
17 detached_priest
18 martial_cleric
19 scholarly_theologian
20 mastermind_theologian

########################
# HEALTH - Events
########################

21 stressed
22 depressed
23 lunatic
24 possessed
25 ill
26 pneumonic
27 syphilitic
28 leper
29 wounded
30 maimed
31 infirm
32 incapable
33 drunkard
34 has_tuberculosis
35 has_typhoid_fever
36 has_typhus
37 has_bubonic_plague
38 has_measles
39 has_small_pox

############################
# SOFT STATUS - Undecided
############################

40 crusader

############################
# HARD STATUS - DO NOT ADD OR REMOVE!
############################

41 bastard
42 twin
43 legit_bastard
44 pregnant
45 excommunicated
46 kinslayer
47 homosexual

#####################
# POSSIBLY CONGENITAL
#####################

48 clubfooted
49 harelip
50 hunchback
51 lisp
52 stutter
53 fair
54 ugly
55 dwarf
56 genius
57 quick
58 slow
59 imbecile
60 inbred
61 strong
62 weak

################################################
# LIFESTYLE - Events - only 1 lifestyle (adult)
################################################

63 celibate
64 hedonist
65 scholar
66 gardener
67 mystic
68 impaler
69 duelist
70 hunter
71 poet
72 falconer

################################################## ###############
# PERSONALITY - Events, should happen more often during childhood
################################################## ###############

# THE SEVEN SINS AND VIRTUES
73 lustful
74 chaste
75 gluttonous
76 temperate
77 greedy
78 charitable
79 slothful
80 diligent
81 envious
82 kind
83 wroth
84 patient
85 proud
86 humble

# OTHER
87 deceitful
88 honest
89 craven
90 brave
91 shy
92 gregarious
93 ambitious
94 content
95 arbitrary
96 just
97 cynical
98 zealous
99 paranoid
100 trusting
101 cruel
################################################## ###############
# Leadership Traits
################################################## ###############
102 light_foot_leader
103 heavy_infantry_leader
104 cavalry_leader
105 inspiring_leader
106 trickster
107 organizer
108 defensive_leader
109 experimenter
110 flanker
111 aggressive_leader
112 siege_leader
############################
# HARD STATUS - DO NOT ADD OR REMOVE!
############################
113 mujahid
############################
# Muslim Traits
############################
114 hajjaj
115 on_hajj
116 faqih
117 hafiz
118 sayyid
############################
#Christian Pilgrimage
############################
119 pilgrim
############################
# Other Muslim
############################
120 mirza
############################
# Other
############################
121 scarred
#######
# NEW #
#######
122 eunuch
123 blinded
##########################################################################
# Hard coded to be given correctly and affect inheritance laws in the ERE#
##########################################################################
124 born_in_the_purple
125 augustus
#######################
# New Leadership Traits
#######################
126 flat_terrain_leader
127 rough_terrain_leader
128 mountain_terrain_leader
129 desert_terrain_leader
130 holy_warrior
131 unyielding_leader
#############
# SOI Traits
#############
132 has_aztec_disease
###################
# Old Gods Traits#
###################
133 child_of_consort
134 peasant_leader
135 heresiarch
136 berserker
137 varangian
138 saoshyant
139 saoshyant_descendant
140 viking
###################
# SOA Traits#
###################
141 monk
142 nun
143 on_pilgrimage
144 sickly
145 mutazilite
146 ashari
147 sympathy_christendom
148 sympathy_islam
149 sympathy_pagans
150 sympathy_zoroastrianism
151 sympathy_judaism
152 bad_priest_christian
153 bad_priest_muslim
154 bad_priest_norse
155 bad_priest_tengri
156 bad_priest_zoroastrian
157 bad_priest_aztec
158 narrow_flank_leader
########################
# Rajas of India Traits#
########################
159 brahmin
160 kshatriya
161 vaishya
162 sympathy_indian
163 shaivist_hindu
164 vaishnavist_hindu
165 shaktist_hindu
166 smartist_hindu
167 mahayana_buddhist
168 vajrayana_buddhist
169 theravada_buddhist
170 digambara_jain
171 svetambara_jain
172 decadent
173 reincarnation
174 war_elephant_leader
175 jungle_terrain_leader
#####################
# Charlemange Traits#
#####################
176 in_hiding
177 winter_soldier
#####################
# Way of Life Traits#
#####################
178 seducer
179 seductress
180 administrator
181 architect
182 strategist
183 socializer
184 schemer
185 theologian
186 gamer
#####################
# Horse Lords Traits#
#####################
187 adventurer
##################
# Conclave Traits#
##################
188 erudite
189 stubborn
###################
# Childhood Traits#
###################
190 haughty
191 affectionate
192 timid
193 rowdy
194 willful
195 brooding
196 indolent
197 playful
198 conscientious
199 fussy
200 curious
201 idolizer
#################
# Lunatic Traits#
#################
202 horse

##############
# 2.52 Traits#
##############
203 robust
204 feeble
205 shrewd
206 dull

#################
# Symptom Traits#
#################
207 cough
208 fever
209 diarrhea
210 vomiting
211 chest_pain
212 cramps
213 rash
214 headache
215 abdominal_pain
216 fatigue
217 malaise
218 infection
################
# Maimed Traits#
################
219 one_eyed
220 one_handed
221 one_legged
222 disfigured
223 mangled
224 severely_injured
################
# Reaper Traits#
################
225 flu
226 dysentery
227 gout
228 food_poisoning
229 rabies
230 cancer
231 immortal
232 valhalla_bound
233 ravager
234 seaking
235 dancing_plague
236 shieldmaiden
237 physician
238 scurvy
239 sick_incapable
 
Last edited:

gaaz453

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I'm experiencing a quite annoying bug that resets my Crown Autority back to low randomly...

The cheat "allow_laws" is not helpful, as you need to convince all the vassals to vote again on rising CA (with the subsequent malus "Increased CA" in opinion).

Is there a cheat like "set_crown_authority_high" or similar?

Or a .ini file to modify?
 

Fireoflife

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Can anyone tell me what I'm doing wrong please?
The event fires perfectly but no button appears to add the specified things or to dismiss the event.

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)

}
}
 

Mr. Capiatlist

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Code:
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

}
}

It is dangerous to go alone. Try this.
 

Fireoflife

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That combination has the button removed again... For some reason the event doesn't like the fact that the Ai can't have the event and that it's triggered by war.
 

Fireoflife

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Ok I mostly have it working now! just had to change the triggers, now all I need to is make it so that it only fires once per war and not every 7 days.
 

Lord Darkmind

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i`m using cheats through decisions. and everything was fine, untill v1.07
main problem, is that game doesn`t read names of traits i create => (since 1.07) that means it does NOT assign them
in 1.06b they worked, even if their names wasn`t displayed.
examples
minor_decicions
Code:
	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
		}

	}
03_traits
Code:
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
	}
}
event modifiers
Code:
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

}
well, the problem is, that nothing exept 1st added (megagenius in this case) works, coz only first trait name is read properly... as really stupid solution i found that creating separate NN_traits.txt files for each new trait is working.. but does anyone knows proper way to make it work?

moreover is there a way to remove avatar from being a general of an army, if liege assinged you there or during a battle (without diying, that is :) )
 

dr eng1ish

Second Lieutenant
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May 21, 2012
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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.
 
Last edited:

Galloglasses

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Any cheat in which to lose the lunatic trait? I had just unified Ireland when my king died leaving the throne to a boy king (typical)
And of all things my son who is like 11, turns into a lunatic.