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Fixed Colonization (Games : Crusader Kings II : Mods : CK2: Middle Earth Project (CK2:MEP) : Forum : General Discussion : Fixed Colonization) Locked
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Oct 24 2016 Anchor

Hello folks,

I was getting frustrated with the missing colonization mechanic in 0.6B so I went and found the missing files in 0.5, updated them to be compatible with Conclave and added them to my game. Both are text files, I will list the location where each text file should go and then the code I used for each. Create a text file at each location with the proper name and then copy/paste the following code. Everything seems to be working after a little testing, good luck!

Textfile name: 00_job_actions.txt

Location: E:\Program Files\Documents\Paradox Interactive\Crusader Kings II\mod\MiddleEarthProject Beta\common\job_actions


##########################################
# COUNCILLOR ACTIONS
##########################################
# attribute = [diplomacy/stewardship/intrigue/martial/learning] - Character attribute is multiplied with the modifiers
# trigger = Province scope trigger to determine if the action is meaningful in a province (the player character is FROM)
# Events that can trigger off this action. This info is only used by the GUI.
# All modifiers (like 'local_build_time_modifier') are multiplied by the attribute

# Chancellor
action_improve_relations = {
	attribute = diplomacy
	
	trigger = {
		any_province_lord = {
			NOT = { character = FROM }
			is_theocracy = no
			FROM = {
				job_chancellor = {
					NOT = { character = PREVPREV } # Can't be sent to improve relations with himself...
				}
			}
		}
		is_within_diplo_range = FROM
	}
	
	events = { 910 911 }
}

action_fabricate_claims = {
	attribute = diplomacy
	
	potential = {
		FROM = { is_nomadic = no }
	}
	
	trigger = {
		any_province_lord = {
			NOT = { character = FROM }
			FROM = {
				job_chancellor = {
					NOT = { character = PREVPREV } # Can't be sent to improve relations with himself...
				}
			}
		}
		is_within_diplo_range = FROM
	}
	
	events = { 913 914 }
}

action_sow_dissent = {
	attribute = diplomacy
	
	trigger = {
		any_province_lord = {
			NOT = { character = FROM }
			NOT = { is_liege_or_above = FROM }
		}
		is_within_diplo_range = FROM
	}
	
	events = { 916 917 }
}

#### For Evil Characters only ####
action_subjugate = {
	attribute = diplomacy

	potential = {
		FROM = {
			prestige = 100
			wealth = 100
			trait = evil_side
		}
	}
	
	trigger = {
		any_province_lord = {
			NOT = { character = FROM }
			NOT = { is_liege_or_above = FROM }
			primary_title = { lower_tier_than = FROM }
			OR = {
				NOT = { has_landed_title = k_arthedain }
				NOT = { has_landed_title = k_cardolan }
			}
			independent = yes
			NOT = { culture_group = culture_group_wilderness }
		}
		is_capital = yes
		is_within_diplo_range = FROM
	}
	
	events = { subjugate.0 }
}

# Steward
action_squeeze_peasants = {
	attribute = stewardship

	potential = {
		FROM = {
			is_tribal = no
			is_nomadic = no
		}
	}

	trigger = {
		any_province_lord = {
			character = FROM
		}
	}
	
	local_tax_modifier = 0.025
	
	events = { 920 921 }
}

action_collect_tribute = {
	attribute = stewardship

	potential = {
		FROM = {
			is_nomadic = yes
		}
	}

	trigger = {
		num_of_settlements = 1
		any_province_lord = {
			NOT = { character = FROM }
			
			FROM = {
				job_treasurer = {
					NOT = { character = PREVPREV } # Can't be sent to himself...
				}
			}
			
			OR = {
				vassal_of = FROM
				pays_tribute_to = FROM
			}
			capital_scope = {
				province = ROOT
			}
		}
	}
	
	events = { 20225 }
}

action_settle_tribe = {
	attribute = stewardship

	potential = {
		FROM = {
			is_tribal = yes
		}
	}

	trigger = {
		any_province_lord = {
			character = FROM
		}
		NOT = { culture = FROM }
	}
	
	events = { 925 20206 }
}

action_oversee_construction = {
	attribute = stewardship

	trigger = {
		any_province_lord = {
			character = FROM
		}
	}
	
	local_build_time_modifier = -0.025
	
	events = { 923 924 }
}

action_advance_eco_tech = {
	attribute = stewardship

	potential = {
		FROM = {
			is_tribal = no
		}
	}

	trigger = {
		any_province_lord = {
			character = FROM
		}
		technology_can_spread = yes
	}
	
	tech_growth_modifier_economy = 0.05
	
	events = { }
}

action_build_legend = {
	attribute = stewardship

	potential = {
		FROM = {
			is_tribal = yes
		}
	}

	trigger = {
		FROM = {
			is_capital = PREV
		}
	}
	
	monthly_character_prestige = 0.1
	
	events = { 20208 }
}

action_colonize_province = {
	attribute = stewardship

	trigger = {
		OR = {		
			owner = { top_liege = { character = FROM } }
			owner = { liege = { liege = { character = FROM } } }
			owner = { liege = { character = FROM } }
			owner = { character = FROM }
		}
		NOT = {
			OR = {
				owner = { has_character_flag = colonizationwilderness}
				owner = { liege = { has_character_flag = colonizationwilderness} }
				owner = { liege = { liege = { has_character_flag = colonizationwilderness} } }
				owner = { top_liege = { has_character_flag = colonizationwilderness} }
			}
		}
		OR = {	
			religion = religion_wilderness
			culture = culture_wilderness
		}
	}
	
	events = { }
}


# Spymaster
action_uncover_plots = {
	attribute = intrigue
	
	trigger = {
		any_province_lord = {
			OR = {
				is_liege_or_above = FROM
				same_liege = FROM
			}
		}
	}
	
	plot_discovery_chance = 0.01
	
	events = { 929 931 9000 9020}
}

action_study_technology = {
	attribute = intrigue
	
	trigger = {
		has_higher_tech_than = FROM
		any_province_lord = {
			NOT = { is_liege_or_above = FROM }
			NOT = { character = FROM }
		}
		is_within_diplo_range = FROM
	}
	
	events = { 932 933 }
}

action_organize_spies = {
	attribute = intrigue
	
	trigger = {
		any_province_lord = {
			NOT = { character = FROM }
		}
		is_within_diplo_range = FROM
	}
	
	plot_power_modifier = 0.005
	
	events = { 935 936 }
}

# Marshal
action_advance_mil_tech = {
	attribute = martial

	potential = {
		FROM = {
			is_tribal = no
		}
	}
	
	trigger = {
		any_province_lord = {
			character = FROM
		}
		technology_can_spread = yes
	}
	
	tech_growth_modifier_military = 0.05
	
	events = { 938 939 }
}

action_organize_raid = {
	attribute = martial

	potential = {
		FROM = {
			is_tribal = yes
		}
	}

	trigger = {
		FROM = {
			is_capital = PREV
		}
	}
	
	events = { 20221 }
}

action_train_troops = {
	attribute = martial
	
	potential = {
		FROM = {
			is_nomadic = no
		}
	}

	trigger = {
		any_province_lord = {
			character = FROM
		}
	}
	
	levy_size = 0.025
	levy_reinforce_rate = 0.05
	
	events = { 941 942 }
}

action_train_troops_nomadic = {
	attribute = martial
	
	potential = {
		FROM = {
			is_nomadic = yes
		}
	}

	trigger = {
		FROM = {
			is_capital = ROOT
		}
	}
	
	manpower_growth = 0.015
	
	events = { }
}

action_assist_arrest = {
	attribute = martial
	
	trigger = {
		any_province_lord = {
			OR = {
				character = FROM
				is_liege_or_above = FROM
			}
		}
	}
	
	arrest_chance_modifier = 0.01
	local_revolt_risk = -0.01
	
	events = {  }
}


#### Court Chaplain

action_inquisition = {
	attribute = learning
	
	trigger = {
		num_of_settlements = 1
		NAND = {
			FROM = { job_spiritual = { has_character_modifier = spiritual_refused_pagans } }  # See Event ZE.5040
			owner = { religion_group = pagan_group }
		}
		OR = {
			owner = {
				FROM = { NOT = { religion_group = pagan_group } }
				independent = yes
				NOT = { religion = FROM }
				religion_group = pagan_group
				OR = {
					NOT = { religion = aztec }
					year = 1350
				}
				is_reformed_religion = no
				capital_scope = {
					province = ROOT
				}
				controls_religion = no
				FROM = {
					higher_tier_than = COUNT
					OR = {
						independent = yes
						higher_tier_than = DUKE
					}
				}
				NOT = {
					has_opinion_modifier = { who = FROM modifier = opinion_sent_preacher }
				}
				is_within_diplo_range = FROM
			}
			any_province_lord = {
				OR = {
					character = FROM
					is_liege_or_above = FROM
				}
			}
		}
	}
	
	events = { 900 901 902 903 }
}

action_advance_cul_tech = {
	attribute = learning
	
	potential = {
		FROM = {
			is_tribal = no
		}
	}
	
	trigger = {
		any_province_lord = {
			OR = {
				character = FROM
				is_liege_or_above = FROM
			}
		}
		technology_can_spread = yes
	}
	
	tech_growth_modifier_culture = 0.05
	
	events = { 926 927 }
}

action_build_zeal = {
	attribute = learning

	potential = {
		FROM = {
			is_tribal = yes
		}
	}

	trigger = {
		FROM = {
			is_capital = PREV
		}
	}
	
	monthly_character_piety = 0.05
	
	events = { 20218 }
}

action_heal_troops = {
	attribute = learning
	
	potential = {
		FROM = { 
			NOT = { trait = evil_side }
		}
	}
	
	trigger = {
		any_province_lord = {
			OR = {
				character = FROM
				is_liege_or_above = FROM
			}
		}
	}
	
	events = { }
	
	levy_reinforce_rate = 0.15
}


Textfile Name: 00_job_titles.txt

Location: E:\Program Files\Documents\Paradox Interactive\Crusader Kings II\mod\MiddleEarthProject Beta\common\job_titles

##########################################
# COUNCILLOR TITLES
##########################################

#	attribute: This attribute is added to the ruler's for governance purposes
#	viceroy: This is the Viceroy title for de jure Kingdoms
#	allow: conditions for the character to hold the title
#	gain_effect: fires when the title is granted
#	lose_effect: fires when a title is lost if dismissal_trigger evaluates to false
#	The other fields are all character modifiers.

job_chancellor = {
	is_chancellor = yes
	is_voter = yes
	attribute = diplomacy
	dignity = 0.33
	opinion_effect = 10
	
	monthly_salary = 0.1
	monthly_prestige = 0.015
	
	allow = {
		can_be_chancellor_trigger = yes
		OR = {
			AND = {
				is_female = no
				is_adult = yes
			}
			has_character_flag = special_chancellor
		}
				prisoner = no
		NOT = { trait = incapable }
		NOT = { trait = elf_childhood }
		NOT = { trait = on_fellowshipquest }
		NOT = { trait = saruman_spell }
		NOT = { trait = huntforring }
		NOT = { trait = journey_to_valinor }
		NOT = { trait = sailed_west }
		NOT = { trait = at_east }
	}
	dismiss_trigger = {
		FROM = {
			NOT = { 
				AND = {
					has_law = succession_voting_power_1
					ROOT = { is_powerful_vassal = yes }
				}
			}
		}
	}
	gain_effect = {
	}
	lose_effect = {
		opinion = { who = FROM modifier = opinion_fired_from_council }
		opinion = { who = FROM modifier = opinion_recently_fired }
	}
	retire_effect = {
	}
	
	action = action_improve_relations
	action = action_fabricate_claims
	action = action_clan_sentiment # Replaces Fabricate Claims for Nomads
	action = action_sow_dissent
	action = action_subjugate

	lift_fow = yes
}

# NOTE: The allow trigger for this job also determines who can command armies!
job_marshal = {
	is_marshal = yes
	is_voter = yes
	attribute = martial
	dignity = 0.33
	opinion_effect = 10
	
	monthly_salary = 0.1
	monthly_prestige = 0.015
	
	allow = {
		can_be_marshal_trigger = yes
		OR = {
			AND = {
				is_female = no
				is_adult = yes
			}
			has_character_flag = special_marshal
		}
		
		prisoner = no
		NOT = { trait = incapable }
		OR = {
			AND = {
				has_character_flag = sauron
				trait = ring
			}
			NOT = {
				AND = {
					has_character_flag = sauron
					NOT = { trait = ring }
				}
			}
		}
		NOT = { trait = staff_of_saruman }
		NOT = { trait = staff_of_radagast }
		NOT = { trait = elf_childhood }
		NOT = { trait = on_fellowshipquest }
		NOT = { trait = saruman_spell }
		NOT = { trait = huntforring }
		NOT = { trait = journey_to_valinor }
		NOT = { trait = sailed_west }		
		NOT = { trait = at_east }
	}
	dismiss_trigger = {
		FROM = {
			NOT = { 
				AND = {
					has_law = succession_voting_power_1
					ROOT = { is_powerful_vassal = yes }
				}
			}
		}
	}
	gain_effect = {
	}
	lose_effect = {
		opinion = { who = FROM modifier = opinion_fired_from_council }
		opinion = { who = FROM modifier = opinion_recently_fired }
	}
	retire_effect = {
	}
	
	action = action_assist_arrest
	action = action_train_troops
	action = action_train_troops_nomadic
	action = action_advance_mil_tech
	action = action_organize_raid # Replaces action_advance_mil_tech for Tribes

	lift_fow = yes
}

job_treasurer = {
	is_treasurer = yes
	is_voter = yes
	attribute = stewardship
	dignity = 0.2
	opinion_effect = 10
	
	monthly_salary = 0.1
	monthly_prestige = 0.015
	
	allow = {
		can_be_treasurer_trigger = yes
		OR = {
			AND = {
				is_female = no
				is_adult = yes
			}
			has_character_flag = special_treasurer
		}
		prisoner = no
		NOT = { trait = incapable }
		NOT = { has_character_flag = guru }
		NOT = { trait = elf_childhood }
		NOT = { trait = on_fellowshipquest }
		NOT = { trait = saruman_spell }
		NOT = { trait = huntforring }
		NOT = { trait = journey_to_valinor }
		NOT = { trait = sailed_west }		
		NOT = { trait = at_east }
	}
	dismiss_trigger = {
		FROM = {
			NOT = { 
				AND = {
					has_law = succession_voting_power_1
					ROOT = { is_powerful_vassal = yes }
				}
			}
		}
	}
	gain_effect = {
	}
	lose_effect = {
		opinion = { who = FROM modifier = opinion_fired_from_council }
		opinion = { who = FROM modifier = opinion_recently_fired }
	}
	retire_effect = {
	}
	
	action = action_squeeze_peasants
	action = action_collect_tribute # Replaces action_squeeze_peasants for Nomads
	action = action_settle_tribe # Replaces action_squeeze_peasants for Tribes
	action = action_oversee_construction
	action = action_advance_eco_tech
	action = action_build_legend # Replaces action_advance_eco_tech for Tribes
	action = action_colonize_province

	lift_fow = yes
}

job_spymaster = {
	is_spymaster = yes
	is_voter = yes
	attribute = intrigue
	dignity = 0.1
	opinion_effect = 10
	
	monthly_salary = 0.1
	
	allow = {
		can_be_spymaster_trigger = yes
		OR = {
			AND = {
				OR = {
					is_female = no
					liege = { 
						OR = {
							mother = { character = FROM }
							spouse = { character = FROM }
						}
					}
				}
				is_adult = yes
			}
			has_character_flag = special_spymaster
		}
		
		prisoner = no
		NOT = { trait = incapable }
		NOT = { has_character_flag = guru }
		NOT = { trait = elf_childhood }
		NOT = { trait = on_fellowshipquest }
		NOT = { trait = saruman_spell }
		NOT = { trait = huntforring }
		NOT = { trait = journey_to_valinor }
		NOT = { trait = sailed_west }		
		NOT = { trait = at_east }
	}
	dismiss_trigger = {
		FROM = {
			NOT = { 
				AND = {
					has_law = succession_voting_power_1
					ROOT = { is_powerful_vassal = yes }
				}
			}
		}
	}
	gain_effect = {
	}
	lose_effect = {
		opinion = { who = FROM modifier = opinion_fired_from_council }
		opinion = { who = FROM modifier = opinion_recently_fired }
	}
	retire_effect = {
	}
	
	action = action_uncover_plots
	action = action_organize_spies
	action = action_study_technology

	lift_neighbor_fow = yes
}

job_spiritual = {
	is_spiritual = yes
	is_voter = yes
	attribute = learning
	dignity = 0.15
	opinion_effect = 10
	
	monthly_salary = 0.1
	monthly_piety = 0.015
	
	allow = {
		can_be_spiritual_trigger = yes
		prisoner = no
		liege = {
			religion = ROOT
		}
		OR = {
			AND = {
				is_adult = yes
				is_female = no
			}
			has_character_flag = special_spiritual
		}
		
		NOT = { trait = incapable }
		NOT = { trait = elf_childhood }
		NOT = { trait = on_fellowshipquest }
		NOT = { trait = saruman_spell }
		NOT = { trait = huntforring }
		NOT = { trait = journey_to_valinor }
		NOT = { trait = sailed_west }		
		NOT = { trait = at_east }
	}
	gain_effect = {
	}
	lose_effect = {
		opinion = { who = FROM modifier = opinion_fired_from_council }
		opinion = { who = FROM modifier = opinion_recently_fired }
	}
	retire_effect = {
	}
	dismiss_trigger = {
		FROM = {
			OR = {
				NOT = { religion_group = muslim }
				NOT = { religion = ROOT }
			}
			NOT = { 
				AND = {
					has_law = succession_voting_power_1
					ROOT = { is_powerful_vassal = yes }
				}
			}
		}
	}
	
	action = action_inquisition
	action = action_advance_cul_tech
	action = action_improve_rel_relations
	action = action_charity
	action = action_build_zeal # Tribal replacement for 'action_advance_cul_tech'
	action = action_heal_troops

	lift_fow = yes
}


Edited by: bedivere42

Nov 18 2016 Anchor

Hi

I think that dwarves should only be allowed to settle in mountains. The only dwarf i can remember that didn't settle in a mountain was Mim, because he had a hill or something ( just add a ROOT = NOT { culture_group = culture_group_dwarves } for normal settle ). Also, i think that, as you did with mountains, there should be a specific wilderness culture for forests where there is forest terrain. You see, late into the Third Age, the great majority of elves living in Middle-Earth were sindar, and they would mostly settle in forests. So, you could make that sindar elves could only settle in forests, like dwarves only in mountains. I think that orcs and men can settle anywhere.

Also, the colonization cost is a bit too high. As elrond, you have to wait for nearly a century before colonizing ONE province. it would take forever to recreate the kingdom of Eregion.

Nov 21 2016 Anchor

Hi Jim,

Thanks for the reply, I have cleaned up the colonization piece a bit so you are looking are 250 gold rather than 1000. Actually this option is already there but the list of 1000 gold colony options hides it sometimes. I suspect we need to do an overhaul of the culture spread/colonization system, I have a game right now where sauron's territory has converted to 'maiar' culture instead of 'orc.' I'll pass on your suggestions. I should probably repost the colonization fixes so folks can use it until the new version of the mod comes out.

bedivere

Dec 16 2016 Anchor

I guess that the automatic culture conversion is an event, right? Cant you just take it out, and create something like the colonization decisions to change culture? Like, replace population decision. It would take more time than purging, because you are not killing everyone. Then, as you move your population to that county, the native population becomes so small relatively that becomes irrelevant. Then the culture changes.This decision wouldn't be available for maiar/valar/ainur/ whatever the nazguls are. I think it would work. Maybe it could cost the same thing as the colonization decision, but it would take 10 years more or something.




Dec 16 2016 Anchor

Ok, so I think I can give folks a little insight into the next release; Colonization decisions and Population decisions/events have been fully overhauled. At the moment, the new system has seven levels of population, which cost less to increase but take the same amount of time to grow (more time overall to increase population size). This is what folks WITHOUT the reaper's due dlc will see, it is still pretty much the old system but cleaned up a bit and expanded.

I have restricted the dwarves from being able to send their steward to any province with terrain besides mountain, arctic, and hills to colonize. Conversely, most everyone else is restricted from being able to colonize mountains and arctic (hills are fair game).

Folks WITH the reaper's Due DLC will see events dealing with dynamic population growth and decline that is directly related to the prosperity and depopulation province modifiers added by reaper's due. This is a pretty big feature and still requires a lot of testing but I am confident that it works as intended now ;).

We may disable culture flipping now that colonization is working again since I think this was the original state of the mod but I need to look into that. Actually, culture changes are causing some other issues so culture creep will have to be revisited.

Edited by: bedivere42

Feb 14 2017 Anchor

I download version 0.6 and i cant send councilors to colonize or purge or anything. Just the vanilla options. I go to try this fix and i find that the 00_job_actions.txt does not exist and nither does the job title one. the folders are there but they are empty. I download version 0.5 and then update it to 5.1 and finally 0.6. The game now wont start. I get to many but when i choose a nation and it tries to load it crashes to desktop without error message. I copy ''common'' folder to my desktop and delete mod folder. Then i install 0.6 and copy paste common folder and replace the one that the ''0.6.rar'' creates. I now have both Job actions and titles text files. I copy paste what is writen here into both of them and save. I start new game and i check my councillors still only vanilla missions.

Conclusion. You should put the text files into the original 0.6 version and make it so everything works because ive tried everything i can think of.

Mar 14 2017 Anchor

My job actions dosent even have the purge choice and i have no ide what the code could be

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