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Send a PM to WastedVEN
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Posted: Mar 29, 2012 9:00:45 AM - Report post  (0)  (0)       Post Reply  post reply  

is there a way to relocate your counsil members faster to a different location, you can only to so once every 6 months
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Posted: Mar 29, 2012 4:45:50 PM - Report post  (0)  (0)       Post Reply  post reply  

Fire them, then re hire, that way u can relocate them everyday if need be.
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Posted: Apr 18, 2012 2:08:54 PM - Report post  (0)  (0)       Post Reply  post reply  

If you install a patch then all of your cheats are overwritten and erased. You will have to make a cheat_event again. Same goes to static modifiers under the difficulty level.
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Posted: Jun 08, 2012 10:05:29 AM - Report post  (0)  (0)       Post Reply  post reply  

Hi guys. Sorry if this is just me brainfarting something, but I created a text file in Program Files/Paradox Interactive/Crusader Kings 2/Events and dropped the text of Cure/Malady event in, but whenever I try to use it, it tells me there's no event 280004.

I also tried creating an events folder in Documents/Paradox Interactive/Crusader Kings 2 and dropping it there, no luck.

Can anyone tell me if I'm missing a step or what? I'm stuck with an inexplicably Islamic grandson (who I just imprisoned for trying to kill me and overtake my realm) about to inherit, and I can't change succession or really get anything done while I'm incapable with a regent.

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Posted: Jun 16, 2012 11:15:28 AM - Report post  (0)  (0)       Post Reply  post reply  

You can build structures in one day if you give your steward 100+ stats. Use charinfo find the id of you and the target steward. Switch between then then do the 39303 event listed on the forums here and give him 100+ stats. Keep in mind you have to have the steward playable to switch to him so he has to be a count or duke. What I usually do is give all my dukes/counts 100+ stats since they die off or kill each other. Always have a fresh supply for steward.
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Posted: Nov 02, 2012 3:03:21 AM - Report post  (0)  (0)       Post Reply  post reply  

Quote from a different section:


quote:
originally posted by Treb:
An other way to cheat on .. with out using the console:

Go to your Crusader Kings II\common\ folder, and find the file:
static_modifiers.txt

Open it up with notepad and find the:
very_easy_player = {
fertility = 0.5
land_morale = 0.5
}

Now add:
global_tax_modifier = 100
global_revolt_risk = -100
levy_reinforce_rate = 10
monthly_character_piety = 2
monthly_character_prestige = 2
diplomacy = 10
intrigue = 10
martial = 10
stewardship = 10
learning = 10
monthly_character_wealth = 10


The char you play will have +10 to all stats, will get more money from taxes, and lower revolt risk, and get more prestige & piety each month, + can raise a bigger army.

This can help you make the game a bit easier and try out a few things, with out need of the console.

[Edited by Treb, 2/14/2012 12:10:22 PM]

Actually you can add some more stuff to this so far I found that you can make building things instant with it (as in only one day)
just add this line within the brackets and all buildings you commission will be made in one day. An easy way to increase your military power
build_time_modifier = -200

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Posted: Nov 04, 2012 1:10:45 PM - Report post  (0)  (0)       Post Reply  post reply  

anyone know some static modifiers to increase the technologie rate?
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Posted: Jan 17, 2013 11:38:46 AM - Report post  (0)  (0)       Post Reply  post reply  

I found a better way for fast construction than the ones currently found...
1. Open up the file "\common\event_modifiers\00_event_modifiers.txt" and add following lines at the end (Yes! the old location is now obsolete):
### My Events ###
super_builder = {
build_time_modifier = -0.99
icon = 12
}
2. Create a new text file under "\events" directory. I called mine my_events.txt.
Add the following lines:
### Super Builder event
character_event = {
id = 9999011
is_triggered_only = yes
desc = "I am a Super Builder!"
picture = GFX_evt_castle_construction
trigger = {
ai = no
}

option = {
name = "Excellent!"
add_character_modifier = {
name = super_builder
duration = 1825
}
}
}
character_event = {
id = 9999012
is_triggered_only = yes
desc = "Super Builder... No more!"
picture = GFX_evt_castle_construction
trigger = {
ai = no
}

option = {
name = "Damn!"
remove_character_modifier = super_builder
}
}
3. In game - event 9999011 to add trait modifier (char id to add it to a specific character); and event 9999012 to remove it.
4. Optionally, add the follwing line to end of "\localisation\text1.csv" to care of the correct tooltip of the trait showing up in English, French, German, or Spanish:
super_builder;Super Builder;Savoir Builder;Super-Builder;;Súper Constructor;;;;;;;;;x

Cheers!
Dev

[Edited by debjitghosh, 1/17/2013 11:40:26 AM]

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