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joos

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This is really a question for the mod forums.

Off the top of my head, I can think of a couple of factors that you can edit in the game files (or your mod files) to make the AI more aggressive.

First is the CBs. Under cb_types, you should see the factors coming into play that will decide if the AI will wage war or not. You can tweak these.

Next, you should be able to find a defines.lua line that gives a max probability of fabricating claim. You could increase this to make the AI claim more land.

Then, some religions have pacifist = yes. You could remove this line.

But honestly, you will get better answers in the mod forum.
 

Deathdrone2012

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"Next, you should be able to find a defines.lua line that gives a max probability of fabricating claim. You could increase this to make the AI claim more land."
Where might I find this at in defines.lua I'm not quite sure what I should be looking for.
 

Arsonik

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Have your court chaplain research culture in your capital. When he comes to you like some nutbag ranting about the true faith, say Yes.

There you go, no mods required.
 
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Rags17

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"Next, you should be able to find a defines.lua line that gives a max probability of fabricating claim. You could increase this to make the AI claim more land."
Where might I find this at in defines.lua I'm not quite sure what I should be looking for.

There is a folder in your Crusader Kings II game folder called common inside this are all sorts of core game files, all of which can be edited ! To avoid screwing your copy of the game though most people use mods,a simple mod is dead easy to make and can make the game do pretty much anything you want. It is also easy to undo, simply uncheck the mod at start up to not use it, or delete the mod file and folder to remove it completely from the game - no need to reset any files.

A mod file consists of one ore more edited basic game files all stored in their own folder (eg mod/mypersonalmod) as well as a dead simple text only mod file that triggers the game to offer the mod to you as a clickable option on start up.

An example of a simple mod might be as follows -

The mod file itself, called say banishforbucks.mod, saved as a text file and containing the following text only -

name="Free Cash !"
path="mod\banishforbucks"

The modded files, in this case the defines.lua which sits at the root of the Crusader Kings II/common folder. All modded files must be stored in the same tree structure as the common folder, thus new and edited traits gets stored in common/traits folder, religions in the common/religions folder and so on.

In this case we are only editing the defines/lua file in the common root directory so find and make a copy of this file. Open this file with a good text editer such Notepad++ and change line 698 from -

BANISH_TAKE_WEALTH_PERCENTAGE_LANDED = 0,

to

BANISH_TAKE_WEALTH_PERCENTAGE_LANDED = 1,

Save the file and move the new folder containing the edited defines.lua file and the new mod file to your user directory, usually Users/<Your user name on this computer>/My Documents/Paradox Interactive/Crusader Kings II/mod/

On start up you should see the option to play with the mod "Free Cash !" which will now allow you to take 100% of a characters wealth when you banish them, up from zero percent as it is now.

For more complex tips I really recommend that you go to the modding forum, there is LOTS of great stuff there, including complete overhauls of the base game, including a mod that creates the Game of Thrones world.

Happy modding !