
Originally Posted by
amega
First and foremost I would like to say thank you for putting this together. The extra effort you put into Iberia is immensely appreciated. I personally enjoy the portion of the map because of the engaging turmoil of the region. Your modification made it pleasantly enjoyable.
I was wondering if any one could point me in the direction of how I can modify holdings in provinces. I ask because I would like to mod for one, just starting out really, but I would like to do AAR's and I would like to make a few modifications to enhance my back drop for a story. However every time I reverse engineer the txt files for holdings I just get a greyed out box. Any links would be greatly appreciated.
Thank you in Advance.

I am glad you enjoy my efforts. I like to think I am helping the game reach it's potential just a bit. It is never fun as a player to be limited to where you can and cannot play due to overbalanced game mechanics. As for your question:
Messing around with holdings isn't that difficult but can be a little time consuming if you aren't careful. It took up a lot of the early portion of this mod, i think I spent a month or so just removing one holding at a time in Iberia, watching how it affected balance. Talk about tedious. Before we begin you may want to install notepad++ or turn off your operating system's tendency to hide file extensions. It will make modding SO much easier, trust me. Both can be found through a simple google search. Notepad++ is a free coding program which will save your eyes from a lot of strain.
Anyway. GO to C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\history\provinces (i have steam, it may be slightly different if you have gamersgate version) and locate the file you want to mess with. Each of these files represents a province on the game map and tells the engine how to interact with it. As an example lets look at Oxford.
Any line that has a # is a comment line and can be ignored, the engine will not read these lines. Here's a short explanation of what we're looking at:
county_title: This tells the game engine which title file to look into when linking this province to a title. 'c_oxford' has a corresponding file in the titles folder, but we can ignore that for this.
max_settelments: This is how many settlements the province can hold by default. Have you ever noticed that some places have only one vacant holding, but others have something like 6? This little modifier is why.
b_reading = castle: These are the actual holdings within the province itself, in this case, the Barony of Reading is identified as a castle and is the primary settlement for this county. Make sure that the first in this list is always castle, or it will change the title to a republic or prince-bishopric.
Every holding within the file that does not have a # mark in front of it will be read by the engine and created at the start of the game. Right now, Oxford starts with 4 holdings, one in the primary slot and three below that as baronies. If you wanted to tell the game to load more baronies for oxford it would literally be as simple as removing the hashtag, making sure you're not over the "max settlement" value and simply running the game.
If you want to add in a new custom barony, well, that's slightly trickier. But not impossible!
Marked by bold I've added a new custom city, in this case, Gotham, but you can name it what you want really. Save and close the file.
Now that we've told the province our city is there, we need to tell the game's title system it's there too. If we don't, our new custom city won't show up and we will be treated to just an empty box. Next stop is landed_titles.
Go to: C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\common\landed_titles
Open the file up in notepad and do a control + f to search for c_oxford. This will take us directly to where Oxford is in here. Your search should bring you to something that looks very close to this.
We wanna change that by adding in our custom barony,m a simple paste and tidying up later...
And we're done! Save and close the file.
The next step is localisation, as without it, Gotham will appear in our game as b_gotham. Not very interesting. Localisation will allow us to tell the game engine what we want that file to show up as.
Go to C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\localisation
Create a new file and name it whatever you want, for the purpose of this, I named it gotham, but you could easily name it "mylocalisation" and fill it with all localisation calls for your personal mods. The game doesn't care what the file's name is. Make sure the file saves as a .csv.
Here is what the localisation should look like:
Save and close. Boot up your game.. and, well, that's really all there is to it. 

Happy modding.
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