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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
Save Game
Other Attachments
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
}
}
03_fp2_decisions.txt
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