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Manglerot

Recruit
3 Badges
May 20, 2023
3
5
  • Crusader Kings II
  • Crusader Kings III
  • Crusader Kings III: Royal Edition

Information​

I have verifed my game files (Steam only)​

Yes

I have disabled all mods​

Yes

I am running the latest game update​

Yes

Required​

Summary​

Expand Cities decision doesn't scale with the new building slot innovations

Description​

Basically, if you use the expand cities decision and get all your realms cities to 4 slots before you get the relevant innovations for more building slots, you can get up to 8 building slots. Now whether you're meant to have 4 or 7 as a max, the part that's irritating is that you miss out if you advance in innovations faster than you expand your cities; or you end up with lopsided counties arbitrarily.



I think this could be fixed by changing the expand cities decision to scale with those new building slot innovations so the max building slot number increases from 4 to 5, 5 to 6, 6 to 7.

Steps to reproduce​

Avoid developing the innovations that give building slots until you use the Iberian metropolitan expand cities decision 3-4+ times, then start researching, you'll go from 4 to 7 slot cities.

Game Version​

1.9.0.4

Platform​

Windows

Additional Information​

Affected Feature​

  • Gameplay

Save Game​

After Expand Cities.pngAfter Innovations.pngBefore Expand Cities.png

Other Attachments​

After Expand Cities.pngAfter Innovations.pngBefore Expand Cities.png

 
  • 2
Reactions:
My Fix (Can't bring your cities to 5 slots unless you have ledger, bailiffs, and guilds)
improve_city_province_decision = {
title = improve_city_province_decision_name
picture = "gfx/interface/illustrations/decisions/decision_misc.dds"
desc = improve_city_province_decision_desc
selection_tooltip = improve_city_province_decision_tooltip
cooldown = { years = 50 }
major = no
sort_order = 90

is_shown = {
exists = dynasty
dynasty = {
has_dynasty_perk = fp2_urbanism_legacy_5
}
}

is_valid_showing_failures_only = {
custom_tooltip = {
text = improve_city_province_decision_at_least_one_city_tt
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
#Any place where I saw:
# building_slots < 5
# has_holding_type = city_holding
# I replaced with the following OR section
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
}
}
}

effect = {

#Generate intelligible effect
if = {
limit = {
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
}
}
every_sub_realm_county = {
# only county directly own by the character
limit = { holder = root }
every_county_province = {
limit = {
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
save_scope_as = current_province
prev.holder = {
send_interface_toast = {
type = event_generic_good
title = city_gained_building_slots
left_icon = scope:current_province.barony

scope:current_province = {
add_province_modifier = extra_building_slot
}
}
}

}
}
}
else = {
custom_tooltip = improve_city_province_decision_decision_no_effect
}
}

cost = {
gold = {
value = improve_city_province_decision_cost
multiply = {
value = 1
every_sub_realm_county = {
# only county directly own by the character
limit = { holder = root }
every_county_province = {
limit = {
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
add = 1
}
}
}
}
}

ai_check_interval = 120

ai_potential = {
is_at_war = no
# Has enough gold.
short_term_gold >= ai_war_chest_desired_gold_value
NOR = {
has_trait = lazy
has_trait = callous
}
}

ai_will_do = {
base = 100
}
}
 

Attachments

  • 03_fp2_decisions.txt
    42,2 KB · Views: 0