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I find doing that in the savegame is more trouble than it's worth. I use decisions to do this sort of thing. For example, here's one I wrote to move a Bishop I had assigned to the wrong bishopric:
Code:
move_robert = {		
		potential = {
			ai = no
		}
		revoke_allowed = {
			always = no
		}			
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
		effect = {
			any_realm_character = {
				limit = { has_landed_title = b_solsona }
				b_solsona = {
					grant_title = ROOT
				}
				b_cuixa = {
					grant_title = PREV
				}
			}
		}
		
	}
I've never done one to create a leader, but you could base it off of the employment decisions that create courtiers. Perhaps create_random_marshal would give you a military themed courtier.
 
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