Crusader Kings II

Crusader Kings II

Kurushimi's Extended Cheats
Showing 1-8 of 8 entries
Update: 29 Jun, 2019 @ 12:06am

Version 1.07 : [2019-06-29]

The holding upgrade options are now up-to-date with the latest versions of the supported building mods.

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Additions:

The following additions are among the things I was working on before being notified that there was a critical bug; so they're rolling out a little sooner than I originally intended, but they're straight-forward and stable. I'll probably organize such that they're accessible via councillors in a future release and will include notes about the changes when that happens. But for now...

Summon Army:
- With cheats enabled, right-click the portrait of any Councillor or Commander in your court, and choose "Summon Army". This will present you with an option to raise a special army of 5,000 troops at that character's location. (If you send your Spymaster to a far-flung province, you can summon an army at that location by right-clicking his portrait and choosing the "Summon Army" option.)

Finish Wonder Stage:
- With cheats enabled and the "Propose Holding Upgrades" option turned on (available via your Chancellor's portrait), if a stage of a wonder is being worked on, then you can right-click on the capital holding for the province and choose "Finish Wonder Stage". This will immediately complete the current stage of the wonder. (It should also work for wonders being built by others, but this is untested.)

Finish Wonder Upgrade:
- With cheats enabled and the "Propose Holding Upgrades" option turned on (available via your Chancellor's portrait), if an upgrade for a wonder is being worked on, then you can right-click on the capital holding for the province and choose "Finish Wonder Upgrade". This will immediately complete the upgrade for the wonder. (It should also work for wonders being built by others, but this is untested.)

Add Wonder Upgrade Slot:
- With cheats enabled and the "Propose Holding Upgrades" option turned on (available via your Chancellor's portrait), if a wonder is present in a province and is not under construction, then you can right-click on the capital holding for the province and choose "Add Wonder Upgrade Slot". This will add another upgrade slot to the wonder. (It should also work for wonders owned by others, but this is untested.)

Hire Fanatical Servant:
- With cheats enabled, right-click on the portrait of your Spymaster to select "Hire Fanatical Servant". This will give you the option of hiring a Fanatical Servant to your court. This character will assume a minor title (called "Fanatical Servant") in your court, and the character's presence in your court will make available other options for other characters.

Fanatical Assassination:
- With cheats enabled and a Fanatical Servant in your court, right-click on the portrait of a character who you wish to be assassinated by your servant. There is a chance that your deeds will be discovered and, although the killing will be successful, the family of the deceased will bear a grudge.

Fanatical Kidnapping:
- With cheats enabled and a Fanatical Servant in your court, right-click on the portrait of a character who you wish to be kidnapped by your servant. That character will be imprisoned by you... and will likely bear a grudge.

Fanatical Pet Slaying:
- With cheats enabled and a Fanatical Servant in your court, right-click on the portrait of a character whose beloved pet should be slain by your servant. That character will absolutely hate you for it.

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Other Changes:

I made adjustments to some of the modifiers that can be added to characters. Various other commands have been added, although undocumented commands might be adjusted in a future update. Most of these relate to adding/removing traits in batches.

Update: 21 Sep, 2018 @ 6:12pm

Version 1.06 : [2018-09-21]

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Bug Fixes:

Divine Will: Go to War-related bug:

The night of the v1.05 release, I was trying to put a limit on the "Divine Will: Go to War" option so that it would only show up for a character if there was a title with a war target. The logic had a bug that prevented the option from appearing. I've commented-out that logic and will test it thoroughly before reintroducing it... and in a future release, I'll probably just disable the decision (with explanation why in the description) rather than hide it altogether whenever a war target isn't set.

As before, to access the "Divine Will: Go to War" decision:

1. Make sure cheats are enabled: if you have Sketchy's mod, then right-click your character portrait and choose "Enable Cheats"; or you can always right-click the portrait of your Spymaster and choose "Play Dirty". ("Play Nice" will turn cheats back off.)

2. Once cheats are enabled, make sure mind control (divine will) is enabled: if you have Sketchy's mod, then right-click your character portrait and choose "Enable Mind Control"; or you can right-click the portrait of your Chaplain and choose "Pray for Divine Will". ("Pray for Free Will" will turn the feature back off.)

3. Right-click on any County, Duchy, Kingdom, or Empire-level title that's held by another character and choose the "Divine Will: Set War Target" option. ("Divine Will: Clear War Target" will remove the flag, although only one title will have the flag at the same time, so choosing another war target will remove the flag from any previous target.)

4. Right-click the portrait of any character you want to go to war for that title, and choose "Submit to Divine Will" (or "Control Mind" with Sketchy's mod). Only one character at a time will have that flag, so choosing "Submit to Divine Will" for any other character will release the previous characters. (Choosing the "Regain Free Will" option will also remove the mind control flag from them.)

5. Right-click the portrait of any character you want to fight for that title, and choose "Divine Will: Go to War". The character will receive a strong claim on the title and immediately declare war using the "Press Claim" casus belli. (NOTE: I don't have very strong sanity checks on who is allowed to declare such wars, so I will do a little testing and put some limitations on that in a future release.)

6. As of version 1.05, you have the option to right-click the war target title again and choose a "Divine Will" option such that the war ends immediately with "Attacker Wins", "Defender Wins", "White Peace", or "Invalid War". These options are actually available for several other casus belli involving claims, as well -- including the religious wars in Spain during the Year 769 start, for example. However, I've noticed that when those wars end with the cheat options, you'll often end up with Catholic barons serving Muslim counts and vice-versa, so I've gotta do a little more research to figure out if that's what's supposed to happen or not. If anyone notices any other issues with that, please let me know in the comments.

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Additions:

The following additions are among the things I was working on before being notified that there was a critical bug; so they're rolling out a little sooner than I originally intended, but they're straight-forward and stable. I'll probably organize such that they're accessible via councillors in a future release and will include notes about the changes when that happens. But for now...

[/u]Improve Education[/u]:
- With cheats enabled, right-click the portrait of any adult character in your court who doesn't have the highest rank education in their specialty, and choose "Improve Education". If your courtier has a Level 1 education, for 25 gold they'll upgrade to Level 2 and be grateful to you for 5 years; Level 2 will advance to Level 3 for 50 gold with 10 years of additional gratitude; and Level 3 will advance to Level 4 for 75 gold and 15 years of even more gratitude. (NOTE: In a future release, there's a possibility that I'll remove the "cheats enabled" requirement from this decision, as I'm starting to explore different commands that have some balance to them.)

Summon Female Courtier:
- With cheats enabled, right-click on the portrait of your Chancellor to select "Summon Female Courtier". This will bring a newly-created lowborn female character to your court with random traits and level 10 attributes (which I'll randomize in a future release). I added this feature because I often marry off courtiers to unmarried lords in my realm's vicinity, so that their leige doesn't inherit their territory when they die childless. (The "Provide an Heir" cheat that was released with v1.05 works hand-in-hand with this.)

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Other Changes:

The mod source files have several things that are works-in-progress that aren't sufficiently balanced, organized, and/or tested -- and I've got those turned off. I'll continue to keep folks posted as I release new features.

Update: 19 Sep, 2018 @ 1:04am

Version 1.05 : [2018-09-18]

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Changes:

Hospital, Fort, and Trade Post Options:

If you have told your Steward to "Propose Building Options", then the Build-related options for hospitals, forts, and trade posts are still available by right-clicking a province's capital holding. For hospitals, the Upgrade and Destroy options will still be here, too. But for forts and trade posts, the Upgrade and Destroy options (as well as the new Seize options described below) are available by right-clicking either the fort or the trade post itself.

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Additions:

[/u]Build Fort[/u]:
- With cheats enabled and if you have told your Steward to "Propose Building Options", then right-click the capital holding of any province to select "Build Fort". This decision will place a fort in that province under the control of the province owner. (NOTE: The previous upgrade/destroy options will be available by right-clicking directly on the fort instead of the capital holding.)

Seize Fort and Seize Trade Post:
- With cheats enabled, right-click directly on a fort or trade post to select "Seize Fort" and "Seize Trade Post". These decisions will bring any fort or trade post under your realm's control. (NOTE: Buildings in the trade post might disappear if your culture doesn't have the ability to benefit from the buildings normally, but they will still be there if another ruler takes control of it later.)

Diplomatic Servitude (and Diplomatic Freedom):
- With cheats enabled, right-click the portrait of another character to choose "Diplomatic Servitude". This decision will make the character agree to most of your diplomatic requests (such as marriage) and can be toggled back off by selecting "Diplomatic Freedom".

Divine Will (Mind Control) Options:

Pray for Divine Will (and Pray for Free Will):
- New labels for the previous "Enable Mind Control" and "Disable Mind Control" commands. Go to your council and right-click the portrait of your Chaplain to select "Pray for Divine Will". This decision will enable the mind-control cheat options for this mod, setting the same flag that Sketchy's "Enable Mind Control" command uses. (If you use Sketchy's mod, you'll still have the "Enable/Disable Mind Control" options via the player portrait, and the "Pray for Divine/Free Will" decisions have the same effect.) Select the "Pray for Free Will" decision to turn off the Divine Will / Mind Control options.

Submit to Divine Will (and Regain Free Will):
- New labels for the previous "Control Mind" command. If cheats are enabled (Spymaster: "Play Dirty") and mind control is enabled (Chaplain: "Pray for Divine Will"), then right-click the portrait of any AI character to select "Submit to Divine Will". This decision will set that character as the mind-controlled character -- the instrument of Divine Will in the world! (If you use Sketchy's mod, you'll still have the "Control Mind" option via the AI character's portrait, and the "Submit to Divine Will" decision has the same effect.) Select the "Regain Free Will" decision to toggle this flag off for the character.

Mind Control: Seize Fort and Mind Control: Seize Trade Post:
- With cheats enabled and mind control (Divine Will) enabled and a mind-controlled (instrument of Divine Will) character selected, then right-click directly on the image of any fort or trade post to select "Mind Control: Seize Fort" and "Mind Control: Seize Trade Post". These decisions will bring the fort or trade post under the control of the mind-controlled character. (These options do not require your Steward to be proposing holding upgrades.)

Mind Control: Build Fort and Mind Control: Build Trade Post:
- With cheats enabled and mind control (Divine Will) enabled and a mind-controlled (instrument of Divine Will) character selected, then right-click on the capital holding of any province to select "Mind Control: Build Fort" and "Mind Control: Build Trade Post". These decisions will place a fort or trade post in the province under the control of the mind-controlled character. (These options do not require your Steward to be proposing holding upgrades.)

War Options:

The following options work for wars that use the following Casus Belli: "Claim", "Other Claim", "Claim on Liege", "Claim on Liege Plot", "Other Claim on Liege", and "Religious".

Divine Will: Attacker Wins:
- With cheats enabled and mind control (Divine Will) enabled, then right-click on the contested title for any war that uses one of the supported casus belli to select "Divine Will: Attacker Wins". This decision will end the war as a victory for the attacker and defeat for the defender. (NOTE: If a war is over a duchy or an entire kingdom, then you will need to right-click the title for the duchy or the kingdom in order to find the command. The name of the war usually indicates what title is being contested.)

Divine Will: Defender Wins:
- This decision works the same way as "Divine Will: Attacker Wins", except it results in the war ending as a victory for the defender and defeat for the attacker.

Divine Will: White Peace:
- This decision works the same way as "Divine Will: Attacker Wins", except it results in the war ending under the terms of a white peace.

Divine Will: Invalid War:
- This decision works the same way as "Divine Will: Attacker Wins", except it results in the war ending immediately as an invalid war.

Titles and Claims Options:

Divine Will: Take Title:
- With cheats enabled and mind control (Divine Will) enabled and a mind-controlled character selected, right-click on any landed title to select "Divine Will: Take Title". This will bring the title under the control of the mind-controlled character.

Divine Will: Add Claim:
- With cheats enabled and mind control (Divine Will) enabled and a mind-controlled character selected, right-click on any landed title to select "Divine Will: Add Claim". This will give the character a strong claim on that title.

Hermetics Society Options:

More Stargazing:
- With cheats enabled, right-click the portrait of your Apprentice (minor title that can be granted if you're a member of the Hermetics society) to select "More Stargazing". This decision will remove the cool-down timer for the "Invite to Stargazing" quest, as long as the quest isn't currently underway.

Other Options:

Provide an Heir:
- With cheats enabled, right-click the portrait of any character's wife to select "Provide an Heir". This decision will cause the woman to become pregnant by her husband.

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Other Changes:

The previous "Build/Upgrade Hospital" options have been split into "Build Hospital" and "Upgrade Hospital". NOTE: Although upgrade/destroy options for forts and trade posts are now accessible by right-clicking directly on the fort or trade post, you will still have to upgrade/destroy hospitals by right-clicking on the capital holding instead of on the hospital due to what seems like a bug in the way hospital holdings are working.

The "More Ingredients" decision is now accessible by right-clicking the portrait of your Apprentice rather than your player portrait.

The plot power increase for "Extraordinary Plotter" has been reduced from 250% down to 50%.

The previous "Remove Claims on Me" and "Remove All Claims" options when right-clicking on the portrait of an AI-controlled character have been relabeled to "Renounce Claims on Me" and "Renounce All Claims".

Update: 13 Sep, 2018 @ 11:26pm

Version 1.04 : [2018-09-13]

Additions:

Play Dirty (and Play Nice):
- New labels for the previous "Enable Cheats" and "Disable Cheats" commands. Go to your council and right-click the portrait of your Spymaster to select "Play Dirty". This decision will enable the cheat options for this mod.

Discuss Building Options:
- With cheats enabled, right-click the portrait of your Steward to select "Discuss Building Options". This decision will display four dialogs, asking you which building mods you use in your game. Answer "Yes" or "No" to each one in order to activate upgrade options from those mods. Currently supported mods are: "Faiterial's Buildings", "New Buildings and Effects Mod", "Peachy's Building Mod", and "Your Personal Castle".

Propose Holding Upgrades (and (Stop Proposing Holding Upgrades):
- With cheats enabled, right-click the portrait of your Steward to select "Propose Holding Upgrades". This decision will enable various upgrade options when you right-click on Castle, Temple, City, Tribal, and Nomad holdings; it will also enable other upgrade options when right-clicking on the capital of a province will also present options for adding new settlements and upgrading Hospitals, Forts, Trade Posts, and your Family Palace if it's the location of your patrician character's court.

Upgrade Family Palace:
- With cheats enabled and after instructing your Steward to "Propose Holding Upgrades", right-click on the capital of a the province where your patrician character's court is located to select "Upgrade Family Palace". This decision will fully upgrade your family palace, including buildings from supported mods if you have chosen to "Discuss Building Options" with your Steward.

Upgrade Holding:
- With cheats enabled and after instructing your Steward to "Propose Holding Upgrades", right-click on any holding to select "Upgrade Holding". This decision will fully upgrade any Castle, Temple, City, Tribal, or Nomad holding, including buildings from supported mods if you have chosen to "Discuss Building Options" with your Steward.
* NOTE: The "Fully Upgrade" option from Sketchy's mod is a different action -- I implemented the functionality differently, since I didn't want to add a lot of buildings to provinces that the local culture couldn't use. The holding upgrade option in my mod is labeled "Upgrade Holding".

Upgrade Fort:
- If you have told your Steward via "Discuss Building Options" that you are using "Faiterial's Buildings", then with cheats enabled and after instructing your Steward to "Propose Holding Upgrades", right-click on the capital of a province that has a fort to select "Upgrade Fort". This decision will fully upgrade the fort with the buildings supported by Faiterial's mod. (Since I haven't found a command that allows a script to add a fort to a province without one, this decision only upgrades an existing fort but won't build a new one.)

Mind Control: Clear War Target:
- With cheats enabled and mind control enabled, right-click on the coat of arms for a title that you have previously designated as a war target to select "Mind Control: Clear War Target". This decision simply clears the war target flag from the title. (Selecting a different war target will also clear the flag from any other title -- only one title will be designated as a war target at the same time.)

Changes:

- Labels for "Enable Cheats" and "Disable Cheats" commands via your council's Spymaster have changed to "Play Dirty" and "Play Nice". (The commands from Sketchy's mod, accessible via your player character's portrait, are unchanged.)

- Upgrading hospitals, forts, and trade posts now include buildings from supported mods if you have chosen to "Discuss Building Options" with your Steward.

Update: 8 Sep, 2018 @ 10:59pm

Version 1.03 : [2018-09-08]

Bug Fixes:

Build/Upgrade Hospital:
- Fixed an issue where hospital wasn't fully upgraded if it was already built.

Additions:

Build/Upgrade Trade Post:
- Right-click on the capital of a province to select "Build/Upgrade Trade Post". This decision will build and/or fully upgrade a trade post in the chosen province. The decision will only be available once per province, unless the trade post is destroyed with the "Destroy Trade Post" decision (see below). NOTE: Other game rules may prevent a trade post from being built in the selected province.

Update: 8 Sep, 2018 @ 9:23pm

Version 1.02 : [2018-09-08]

Changes:

Add Settlement
- The "Add Settlement" decision is now a holding decision instead of a title decision. You can access it by right-clicking on the capital of a province that has room for more constructible holding slots.

Additions:

Build/Upgrade Hospital:
- Right-click on the capital of a province to select "Build/Upgrade Hospital". This decision will build and/or fully upgrade a hospital in the chosen province. The decision will only be available once per province, unless the hospital is destroyed with the "Destroy Hospital" decision (see below). NOTE: It may take a few in-game days before the disease resistance of the new buildings takes effect.

Destroy Hospital
- Right-click on the capital of a province that has a hospital to select "Destroy Hospital". This decision will erase the hospital from the province.

Destroy Fort
- Right-click on the capital of a province that has a fort to select "Destroy Fort". This decision will erase the fort from the province.

Destroy Trade Post
- Right-click on the capital of a province that has a trade post to select "Destroy Trade Post". This decision will erase the trade post from the province.

Update: 8 Sep, 2018 @ 3:01pm

Version 1.01 : [2018-09-08]

Additions:

Remove Sketchy Dependency
- Click on the portrait of any Spymaster (yours, or the Spymaster of another realm) to select "Remove Sketchy Dependency". This decision will set a flag that allows all the features of "Kurushimi's Extended Cheats" to be used even when "Sketchy's Cheat Menu" is not installed. It will allow you to click on the portrait of any Spymaster and toggle the "Enable Cheats" and "Enable Mind Control" character flags on and off. If you remove the dependency when the other mod is, in fact, installed then you will see two menu options for "Control Mind" from character portraits whenever the "Enable Mind Control" flag is turned on, but nothing should really break. You can re-add the dependency by clicking on the "Add Sketchy Dependency" decision that becomes available via the portrait of a Spymaster if you have removed the dependency.

Enable Cheats
- If you have removed the Sketchy dependency, then you can still set the "Enable Cheats" character flag by clicking on the character portrait of any Spymaster. Selecting this decision will enable all the cheats in this mod (and in Sketchy's mod) that require the "Enable Cheats" character flag. You'll be able to "Disable Cheats" by clicking on the character portrait of any Spymaster.

Enable Mind Control
- If you have removed the Sketchy dependency, then you can still set the "Enable Mind Control" character flag by clicking on the character portrait of any Spymaster. Selecting this decision will enable all the mind control-related cheats in this mod (and in Sketchy's mod) that require the "Enable Mind Control" character flag. You'll be able to "Disable Mind Control" by clicking on the character portrait of any Spymaster.

Control Mind
- Click on the portrait of any character to select "Control Mind", if the "Enable Cheats" and "Enable Mind Control" flags are already set. This will set one character at a time as the target of mind control-related cheats in this mod.

Mind Control: Set War Target
- Click on the coat of arms for any landed title of tier Count, Duke, King, or Emperor to select "Mind Control: Set War Target". This decision will set the title as a war target for mind-controlled characters.

Mind Control: Go to War
- Click on the character portrait of any mind-controlled character to select "Mind Control: Go to War". This decision will give the mind-controlled character a strong claim on the designated war target (see "Set War Target" above), and the character will declare war against the top-level liege of the claim holder to try to take control of the title. If the character is a direct or indirect vassal of the top-level liege, then he will also become independent.

Bug Fixes:

- Hide "Add Settlement" decision when the "Enable Cheats" character flag is off.

Update: 8 Sep, 2018 @ 12:21am

Version 1.00 : [2018-09-08]

Additions:

Abolish Title:
- Right-click on the coat of arms for a landed Duke/King/Emperor title to select "Abolish Title". This decision will abolish the title (without destroying it) and set all direct vassals of the title holder to Independent Rulers. The title holder will fall back to whatever his next highest title is. This has the effect of splitting apart Empires, Kingdoms, or Duchies.

Shatter World:
- Right-click on your character's portrait to select "Shatter World". This decision will abolish every landed Duke/King/Emperor title in the world and remove all claims to those titles. The end result is that no landed character should have a level higher than Count, although some characters may control multiple Counties if they held multiple County titles prior to executing the decision.

Remove Claims on Me:
- Right-click on the portrait of an AI-controlled character to select "Remove Claims on Me". This decision will remove any claims that the AI-controlled character has against titles under your control (which you either own or are the top-level liege).
- Alternatively, right-click on your character's portrait to select "Remove Claims on Me". This decision will remove any claims that any AI-controlled character has against titles under your control, which should result in no one being able to press claims against you.

Remove All Claims:
- Right-click on the portrait of an AI-controlled character to select "Remove All Claims". This decision will remove any claims that the AI-controlled character has against any titles.

More Ingredients:
- Right-click on your character's portrait to select "More Ingredients", if you have the "Monks and Mystics" DLC and if you recently finished the "Acquire Ingredients" quest available through the Hermetics Society. This decision will allow you to immediately begin the "Acquire Ingredients" quest again, provided all other criteria for the quest are met. (However, the "More Ingredients" decision will be visible but disabled if you are currently gathering ingredients with your apprentice.)

Extraordinary Builder (and Normal Builder):
- Right-click on any character's portrait (including your own) to select "Extraordinary Builder". This decision will reduce the build time of all buildings in the character's demesne to "1 day". As a result, you can build any building in your demesne in 1 day if you have the "Extraordinary Builder" modifier; and you can build any building in your vassal's holding in 1 day if you give them the "Extraordinary Builder" modifier. The modifier will remain active for the character until you toggle it off via the "Normal Builder" decision, which is also available from the character's portrait whenever they have the "Extraordinary Builder" modifier.
- Via the command console, you can use the "add_modifier" command to add "kuru_ec_extraordinary_builder" (or "remove_modifier" to remove it).

Extraordinary Plotter (and Normal Plotter):
- Right-click on any character's portrait (including your own) to select "Extraordinary Plotter". This decision will increase the character's plot power by 250% and increase the character's combat modifier by 5. The modifier will remain active for the character until you toggle it off via the "Normal Plotter" decision, which is also available from the character's portrait whenever they have the "Extraordinary Plotter" modifier.
- Via the command console, you can use the "add_modifier" command to add "kuru_ec_extraordinary_plotter" (or "remove_modifier" to remove it).

Quick Reinforcements (and Normal Reinforcements):
- Right-click on any character's portrait (including your own) to select "Quick Reinforcements". This decision will increase the character's levy reinforcement rate by 250%, affecting the garrison/levy reinforcement rate for any holding in the character's demesne. The modifier will remain active for the character until you toggle it off via the "Normal Reinforcements" decision, which is also available from the character's portrait whenever they have the "Quick Reinforcements" modifier.
- Via the command console, you can use the "add_modifier" command to add "kuru_ec_quick_reinforcements" (or "remove_modifier" to remove it).

Add Settlement:
- Right-click on the capital holding for a province to select "Add Settlement". This decision will add a constructible holding slot to the province, if slots are still available. If no slots are available, then the decision will not be visible.