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Would it be possible to prevent the AI from messing with job actions I set for councilors? I think I could set a flag to prevent it from using job actions I don't want it to use, but that wouldn't prevent it from moving around the councillor, which would make some actions like train troops pointless, or maybe even deassign the job action and end up with an iddle councilor.
 
Would it be possible to prevent the AI from messing with job actions I set for councilors? I think I could set a flag to prevent it from using job actions I don't want it to use, but that wouldn't prevent it from moving around the councillor, which would make some actions like train troops pointless, or maybe even deassign the job action and end up with an iddle councilor.

I'm really not sure what you want here. Councillors are placed only when giving them a job action, so if you disable all of a given councillor's job actions, AI can't move it around at all.
 
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My initial thought was to not disable the one job action I assigned, which would still allow to assign the councillor to another province. I realized that with a province flag I should be able to restrict this job action to that province so this should not be a problem after all.

However it does not solve my other issue, which is like when my marshal is doing something I can tell him to stop doing it so I can use him as commander. Ideally I would like to find out what sets the cooldown before being able to change job actions so I could replicate and extend it as necessary.
 
My initial thought was to not disable the one job action I assigned, which would still allow to assign the councillor to another province. I realized that with a province flag I should be able to restrict this job action to that province so this should not be a problem after all.

However it does not solve my other issue, which is like when my marshal is doing something I can tell him to stop doing it so I can use him as commander. Ideally I would like to find out what sets the cooldown before being able to change job actions so I could replicate and extend it as necessary.

The cooldown is set by the ASSIGN_ACTION_DAYS define (it should be higher than 0) and applied by hardcode. You could in theory set it to an extremely high value (say 36500) and use a maintenance event for the AI to go "Do I like the current job for this councillor?" (based on whatever criteria you want) and the cancel_job_action command to allow reassignment (the player could perhaps get to do it with a targeted_decision instead).
 
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