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mtgdjs

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I noticed that bishops almost never build anything unless you build several money buildings for them. To change this, I first tried increasing the ai build priority for church money buildings, but I got no results from that. It turns out, though, that bishops really like to buy indulgences. In fact, they will almost always do so when the listed conditions are met.

Code:
ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				NOT = {
					scaled_wealth = 10.0
				}
			}
		}

Since the most basic money building for a church cost 100, and their base income is 8.8 with church taxes level 1, and the indulgence costs them a year's income and last for a year, they will never have enough gold to build the money building (they seem to need significantly more than 100 gold before they are willing to build it, even with a high priority). The entire issue can be solved rather simply by changing the above to:

Code:
ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				NOT = {
					scaled_wealth = 30.0
				}
			}
		}

This is located under buy_indulgence_for_sins in decisions\realm_decisions.txt.
 

Multicast

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A minor complaint, if I may. This will change how AI characters above a baron purchase indulgences too. I suggest something like this (disclaimer: haven't tested this yet):

Code:
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					AND = {
						NOT = {
							scaled_wealth = 30.0
						}
						tier = baron
						}
					AND = {
						NOT = {
							scaled_weath = 10.0
							}
						NOT = { tier = baron }
						}
					}
			}
		}

Also, most people don't notice it because most counties don't start with an extra castle, but feudal barons don't build too much either. It's for the same reason as this - summer fairs and grand hunts are available to all feudal governments, meaning barons blow all their cash on fairs and hunts. Anyone making a mod that includes the above change should also change the conditions of when the AI uses those intrigue decisions.
 
Last edited:

mtgdjs

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A minor complaint, if I may. This will change how AI characters above a baron purchase indulgences too. I suggest something like this (disclaimer: haven't tested this yet):

Code:
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					AND = {
						NOT = {
							scaled_wealth = 30.0
						}
						tier = baron
						}
					AND = {
						NOT = {
							scaled_weath = 10.0
							}
						NOT = { tier = baron }
						}
					}
			}
		}

Also, most people don't notice it because most counties don't start with an extra castle, but feudal barons don't build too much either. It's for the same reason as this - summer fairs and grand hunts are available to all feudal governments, meaning barons blow all their cash on fairs and hunts. Anyone making a mod that includes the above change should also change the conditions of when the AI uses those intrigue decisions.

I didn't include it here, but it seems that the problem with feudal barons can be solved by increasing their building priority toward money buildings without any changes to the fairs or feasts. That's what worked for me, anyway.
 

Ephafn

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Good find, for some reason I thought that the reason for their lack of buildings was them being too poor...

(they seem to need significantly more than 100 gold before they are willing to build it, even with a high priority)

From my experience, barons will only construct buildings when they have exactly 100 gold + cost of the building. So they need 200 to build the early money generating buildings.
 

Multicast

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I didn't include it here, but it seems that the problem with feudal barons can be solved by increasing their building priority toward money buildings without any changes to the fairs or feasts. That's what worked for me, anyway.

Hmm, I'll bet that's because fairs and hunts cost significantly less than indulgences, and fairs and hunts are only available at certain times of the year, unlike indulgences which can be bought year around. So barons still end up wasting cash on these events, its just that they have enough build. Good catch either way though, all these little things that can be improved upon really need to get implemented by paradox into the base build.