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