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also more or less ck has bit too damn many flaws to try and fix, and ultimately ai must be largely hardcoded and terribly dumb, if you superpower it - it most likely does nothing, even superpowers would hardly help your dynasty member to hold whatever crappy fief for any long (and their decisions completely random)
unless you change the code or idk what, it is not changing, what kind of customization there could be? favorite options? maybe that is possible with a lot more coding
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2667451616
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░ BASK IN HIS GLORY!
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP!
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+ Added decision on self to get / throw away Symbol Of Pantokrator + added Central Ring to boost demesne limits, cannot boost vassals except by diplomacy and laws (+800)
+ Province title decisions to instantly convert to their culture or religion (handy for nomads)
+ Remove empowerment settlement (holding / barony) decision remove new_administration modifier as well on fresh conquests
Attempted to make player char switching, that doesn't work, better use console commands or observe mode in it and click someone
i can make many many more items now; thinking of sorta behavioral AI items, like an ambitious nasshole preset or docile vassal, that can be passed on dynastic generations line
might next experiment with decisions / items that would connect to events and people somehow, so that wives (or main at least) get boned beyond usual impotent limits and / or so that merchants could spam heirs like crazy; basically repeating events
thinking of integrating my sort of cheatmod which has features such as (CK3 debug mode in short) quick imprison - no strings attached, no downsides, no failure chance; or for example knight squads spawning and such
or would that be overkill?
i have sometime tested giving maximum stats of 100s to even pagan rulers - and they often fared poorly; guess mercenaries kinda OP then (maybe also should make some decision to destroy all rings in world? that's not too hard i guess); also pagans - often could die in DUELS of lodges, even if they are immortal "on paper", sheer randomness
https://ck2.paradoxwikis.com/index.php?title=Console_commands
yes maybe high health results in long time "immortality", so a boost shouldn't be too serious (otherwise, you just control time of death entirely, fairly close to CK3, not bad variant); +2 health offsets most illnesses and +3 is realistically reachable by stuff like Hunting focus + pet dog from it (that would save a lot of people from premature death at random)
i wanted to add some health artifacts as well