country_decisions = { remove_from_unchecked = { effect = { hidden_effect = { #always remove this useless manufactories every_owned_province = { limit = { NOT = { has_province_flag = prov_has_been_autochecked_no_useless_manufactories } } if = { limit = { has_building = impressment_offices } remove_building = impressment_offices } if = { limit = { has_building = soldier_households } remove_building = soldier_households } if = { limit = { has_building = ramparts } remove_building = ramparts } set_province_flag = prov_has_been_autochecked_no_useless_manufactories } #Below 10 dev. : remove every useless builing( not government buildings nor direct money printing, except of markets) every_owned_province = { limit = { AND ={ NOT = { development = 10 } NOT = { has_province_flag = prov_has_been_autochecked_up_to_10} NOT = { has_province_flag = prov_has_been_autochecked_up_to_20} NOT = { has_province_flag = prov_has_been_autochecked_up_to_30} } } if = { limit = { has_building = dock } remove_building = dock } if = { limit = { has_building = drydock } remove_building = drydock } if = { limit = { has_building = shipyard } remove_building = shipyard } if = { limit = { has_building = grand_shipyard } remove_building = grand_shipyard } if = { limit = { has_building = marketplace } remove_building = marketplace } if = { limit = { has_building = trade_depot } remove_building = trade_depot } if = { limit = { has_building = stock_exchange } remove_building = stock_exchange } if = { limit = { has_building = coastal_defence } remove_building = coastal_defence } if = { limit = { has_building = naval_battery } remove_building = naval_battery } if = { limit = { has_building = regimental_camp } remove_building = regimental_camp } if = { limit = { has_building = conscription_center } remove_building = conscription_center } if = { limit = { has_building = barracks } remove_building = barracks } if = { limit = { has_building = training_fields } remove_building = training_fields } set_province_flag = prov_has_been_autochecked_up_to_10 set_province_flag = prov_has_been_autochecked_for_one_free_b_slot } #Below 20 dev. : remove every useless building( not government buildings nor any money making buildings ( also markets wont be removed ) every_owned_province = { limit = { AND ={ NOT = { development = 20 } NOT = { has_province_flag = prov_has_been_autochecked_up_to_20} NOT = { has_province_flag = prov_has_been_autochecked_up_to_30} } } if = { limit = { has_building = dock } remove_building = dock } if = { limit = { has_building = drydock } remove_building = drydock } if = { limit = { has_building = shipyard } remove_building = shipyard } if = { limit = { has_building = grand_shipyard } remove_building = grand_shipyard } if = { limit = { has_building = coastal_defence } remove_building = coastal_defence } if = { limit = { has_building = naval_battery } remove_building = naval_battery } if = { limit = { has_building = regimental_camp } remove_building = regimental_camp } if = { limit = { has_building = conscription_center } remove_building = conscription_center } if = { limit = { has_building = barracks } remove_building = barracks } if = { limit = { has_building = training_fields } remove_building = training_fields } set_province_flag = prov_has_been_autochecked_up_to_20 set_province_flag = prov_has_been_autochecked_for_one_free_b_slot } #Below 30 dev. : to the previous it wont remove shipyards every_owned_province = { limit = { AND ={ NOT = { development = 30 } NOT = { has_province_flag = prov_has_been_autochecked_up_to_30} } } if = { limit = { has_building = dock } remove_building = dock } if = { limit = { has_building = drydock } remove_building = drydock } if = { limit = { has_building = coastal_defence } remove_building = coastal_defence } if = { limit = { has_building = naval_battery } remove_building = naval_battery } if = { limit = { has_building = regimental_camp } remove_building = regimental_camp } if = { limit = { has_building = conscription_center } remove_building = conscription_center } if = { limit = { has_building = barracks } remove_building = barracks } if = { limit = { has_building = training_fields } remove_building = training_fields } set_province_flag = prov_has_been_autochecked_up_to_30 set_province_flag = prov_has_been_autochecked_for_one_free_b_slot } #above 30 development, but try to get one free building slot by removing the same type of buildings as up to 30 dev, but only if there is no building slot free ( for government buildings) every_owned_province = { limit = { AND ={ development = 30 NOT = { has_province_flag = prov_has_been_autochecked_for_one_free_b_slot} NOT = { num_free_building_slots = 1 } } } if = { limit = { has_building = dock } remove_building = dock } if = { limit = { has_building = drydock } remove_building = drydock } if = { limit = { has_building = coastal_defence } remove_building = coastal_defence } if = { limit = { has_building = naval_battery } remove_building = naval_battery } if = { limit = { has_building = regimental_camp } remove_building = regimental_camp } if = { limit = { has_building = conscription_center } remove_building = conscription_center } if = { limit = { has_building = barracks } remove_building = barracks } if = { limit = { has_building = training_fields } remove_building = training_fields } set_province_flag = prov_has_been_autochecked_for_one_free_b_slot } # if development rises, this could cause some trouble every_owned_province = { set_province_flag = prov_has_been_autochecked_for_one_free_b_slot } } } ai_will_do = { factor = 0 } } }