Big thanks for the update on the table. I enjoy Imperator more than a couple of the other pdox titles, so always appreciated to see it get some love.
Just following up, has anyone seen any table functions get broken via 1.4.1 hotfix? Still wrapping up my file from 1.3.2 before moving onto the current patch. (EDIT: Looks like its fully functional in 1.4.1 including Kanin's trait extention)
Also, Kanin thanks for working on a trait extension. That's always a big help (random neg traits seem to be dished out worse than CK2 does with all DLCs active).
Big thanks for the update on the table. I enjoy Imperator more than a couple of the other pdox titles, so always appreciated to see it get some love.
Just following up, has anyone seen any table functions get broken via 1.4.1 hotfix? Still wrapping up my file from 1.3.2 before moving onto the current patch. (EDIT: Looks like its fully functional in 1.4.1 including Kanin's trait extention)
Also, Kanin thanks for working on a trait extension. That's always a big help (random neg traits seem to be dished out worse than CK2 does with all DLCs active).
I've also had issues with the 1.4.1 hotfix I've noticed a few bugs on some of the commands (loyalty is the first that comes to mind) but some commands are also working fine for me (treasury seems to be ok)
Both investments and city building can be achieved by a simple edit in the files, decreasing the duration to the number of days you want it. AI still won't be able to afford it, not to mention spam it. I gave up in December trying to figure out how those are even accounted and turns out simply reducing the time needed in game files works just as well.
Also, there is some issue if it's finished before new month starts and you will be unable to start repeating the sama action - just start/cancel a trade route and you will unlock all the buttons to be active.
Both investments and city building can be achieved by a simple edit in the files, decreasing the duration to the number of days you want it. AI still won't be able to afford it, not to mention spam it. I gave up in December trying to figure out how those are even accounted and turns out simply reducing the time needed in game files works just as well.
Also, there is some issue if it's finished before new month starts and you will be unable to start repeating the sama action - just start/cancel a trade route and you will unlock all the buttons to be active.
hidden_effect = {
if = {
limit = {
owner = {
is_ai = yes
}
}
add_state_modifier = {
name = state_modification_in_progress
duration = 730
}
save_scope_as = state_improvement_target
trigger_event = {
id = state_improvement.11
days = 730
}
}
else_if = {
limit = {
owner = {
is_ai = no
}
}
add_state_modifier = {
name = state_modification_in_progress
duration = 10
}
save_scope_as = state_improvement_target
trigger_event = {
id = state_improvement.11
days = 10
}
}
}
and it should only allow you to build them rapidly, the AI will still have to wait the long time. It's important to note, when you are replacing them look for "id = state_improvement." and ensure the old id stays the same. It goes from 1-4, 10-11. Otherwise all those buttons will give the same buff.