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The Papal State as a sovereign entity didn't really begin in earnest until the Gregorian Reforms in the mid 1000s, and that's just political independence, not territorial control. Most of the outlying regions of the Papal State didn't come under direct Papal control until the Renaissance.
Considering all of that, the Pope being the de jure, but not de facto, ruler of the Kingdom of Romagna seems quite appropriate.
I tried it to add some extra coin for my game start.
Unfortunately even editing the Save File to change the "can_get_achievements=no" back to "can_get_achievements=yes" does result in Achievements available again in the save game menu; however, my game then presents me with a BLANK MAP when I Continue that game again.
So I gave up, according to the posts it should work. Dunno maybe game version changed that.
<edit typos>
In this case, it seems like you just want a few small changes in the starting bookmarks.
You just need to set up a few easy files and folders.
This should be easy - in the bookmark, province, and history is the information for which character starts with what title (or has what title in the year), along with that person's liege (if applicable), culture, government type, religion, etc.
It takes about the same effort as really getting solid with console commands, but the difference is that you can make a LOT more changes, in a less intrusive way, that impacts all future games, not just the current one, and it gives you a skill you can use to make the game how you want it.
I could walk you through it, but the CK3 WIKI page does that AND lists (almost) all the possible commands if you want to use it for all sorts of editing. That is:
https://ck3.paradoxwikis.com/Console_commands
If you have issues I'll try to help.
As Bohdi pointed out, it does disable achievements *unless* you go through the process of making it a modification file instead of just editing - but if you're achievement hunting I'd just keep a vanilla game FOR that purpose in some version you like. Mods, save games, etc. have to be tinkered with every update (and some hotfixes) to keep any save game, the game itself, AND your mod functional as the game updates - or the save becomes unusable/the game will not load. Editing can be done without that issue.
The basic gist of what you would be doing is making tiny adjustments to who controls what territory at a start date. It really doesn't get much easier.
Oh, and you will generally be good for achievements with mods unless:
1. The mod changes a gamerule which disables achievements (not all of them do).
2. The mod uses console commands for its functions.
NOTE: Some mods kinda migrated the debug'/test "cheat" character interactions and decisions out of the debug area and into the non-debug area for use in normal gameplay. Also, not all cheat mods actually use console commands for the dirty work. Most don't.
I'd of pushed modding more, but if the issue is 'not sure how to enable debug/edit' I'mna recommend tiny steps first. :)