• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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