Cheesing problem/opportunity timers

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My newest trick:1 day problemsolving and opportunity knocks.first, put your advisors on the projects/events you want to do. save the game.open savefile as always, and open player.jsonalt tab back to game, note the name of the probs/opportunities/projects and search for them verbatim in the player.json file. Also: note how many days there is left before your advisore is done ( Ends in xx days on the card when it has been started).Example: I picked the "Fey magic" problem. It has 14 days left before it ends.search yields the following:{"$id":"2546",,"Solver":null,"SolverLeader":"Regent","SolutionCheck":0,"SolvedInDays":0,"Region":"caacbcf9f6d6561459f526e584ded703","IsShow":true,"IsUserClick":false,"SolveResultsFinal":[],"TotalChanges":{"$id":"2547","m_Changes":[0,0,0,0,0,0,0,0,0,0],"BPPerTurn":0,"BPOneTime":0},"Type":"FinishedEvent","WasIgnored":false},"SourceDeck":"3088e16da275cc648ae10ee50a94f829","DCModifier":0,"ContinueRecurrentSolution":false,"IgnoredOn":0,"CheckTriggerOnStart":false},"AssignedLeader":{"$ref":"2542"},,"Description":"A fey magician visited a settlement, and made everyday things come to life! The people seem to be more frightened than amused by the minor and generally harmless anomaly.","Region":{"$ref":"2311"},"IsStarted":true},"SpecificBonuses":[]},I have set several points in bold in the extracted text:- eventid which can be changed to something else (have a care doing this)"TriggeredOn":267 - the day the event appeared in kingdom management- i suspect this to be the diceroll. a [20] would mean a 20 roll. Not tested but I saw numerical values inside events I havent touched."IsFinished":false - setting this to true cleanly ends the event without having it effect the game.It could also break the game if the event sets a flag, so we should probably not do this unless we happen on a situation where we get spammed with eventcards all doing the same, over and over (ie, you got severely bugged and want to try to get out of it without reverting to older save)- the day you gave the task to an advisor. The big one for reducing time to wait for event/advisor being freed for other tasks.- eventcard header. description following this is the extrapolation on the card. This is what we can search for normally.First off: there is actually 2 $ID's for one event. In first ID we find triggertime (when event popped on the kingdom board)In the second ID we find what we need, which I marked in bold.The number in underscore need to be reduced with the number of days left. Just to not make problems I add +1 to that number so the project ends one day after I reload my savefile (problem being that completiontime is passed, which might make the completion not fire when you pass time).Reducing 272 by (14-1) gets me 259 which I plot in.Fey magic is done one day later."Currentday" in player.json file states what day your game is on for the purpose of projects.Best practice to make this eventtimer changing easy is to save the game right after assigning tasks to advisors, alt tab out when save is done and immediately edit the save.Tab back and forth to edit the events, take note of days left and subtract that time (minus one) from "startedon":xCaution: It should be obvious but when your maincharacter support an advisor you will still be locked to do that action and 14 days passes in short order.One last note: You can get rid of an eventcard by setting "IsFinished":true, which is placed about one line above the card text (example: "Name":"A High Society Wedding"). Just search up for that setting from "Name"Note. Some events does not have a description. If you cant find the description, then you have one of these.Claim/Advisor rankuptime modifier:In player.json, there is some settings that will adjust time to rankup advisors and claim regions.setting those to -0.95 would set those to about 1 day and free you up for more action."REModifierUnclaimed": 0.0,"REModifierClaimed": -0.5,"REModifierUpgraded": -1.0,"ClaimCostModifier": -0.25,"ClaimTimeModifier": -0.5,"RankupTimeModifier": -0.5,"BuildingTimeModifier": 0.0,Im not sure what the REmodifiers do but timemodifier should be selfevident.Crisis points: "ConsumableEventBonus"Added this from comments section when a user answered their own question on where to find this.