Europa Universalis V

Europa Universalis V

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Liutenancies not working
Playing as Castille. Pay to build Liutenancy in Toledo. When the month changes the construction dissapears. Anyone else having this issue?
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Showing 1-6 of 6 comments
When I did my Castile run, I stuck with local governors since they give slightly more local proximity. Plus some of the best locations to drop them were already cities.

Lieutenancy have slightly worse local proximity for the bonus of some local crown power and being able to be built in towns.

I do know that local govenors and lieutenancy will disappear if your road connection to capital breaks. With subjects not counting.
Originally posted by teron:
When I did my Castile run, I stuck with local governors since they give slightly more local proximity. Plus some of the best locations to drop them were already cities.

Lieutenancy have slightly worse local proximity for the bonus of some local crown power and being able to be built in towns.

I do know that local govenors and lieutenancy will disappear if your road connection to capital breaks. With subjects not counting.

Is this an AI response, this is very disconnected and not what he's asking/saying; Lieutenancies are bugged in the beta and won't build.
Originally posted by Standish:
Is this an AI response, this is very disconnected and not what he's asking/saying; Lieutenancies are bugged in the beta and won't build.

Cardhera did not mention anything about playing the 1.4 beta. Also it was posted in general not the beta sub form.

They could also avoid building Lieutenancy since Castile starts with cities in the main locations that you would want to build local governors like their mentioned Toledo. Also local goverors give slgihtly better local proximity.

The Lieutenancy being able to be built in town and 100% local crown power are the only incentive to build them in 1.3. With them basically being a minor thing and not worth the slight local proximity hit vs local governors.
I have enqountered the same with Portugal. Wasted 280 G on a bug. It just wanishes from the building queue.
Originally posted by teron:
Originally posted by Standish:
Is this an AI response, this is very disconnected and not what he's asking/saying; Lieutenancies are bugged in the beta and won't build.

Cardhera did not mention anything about playing the 1.4 beta. Also it was posted in general not the beta sub form.

They could also avoid building Lieutenancy since Castile starts with cities in the main locations that you would want to build local governors like their mentioned Toledo. Also local goverors give slgihtly better local proximity.

The Lieutenancy being able to be built in town and 100% local crown power are the only incentive to build them in 1.3. With them basically being a minor thing and not worth the slight local proximity hit vs local governors.

Excuse me, where is the 1.4 beta subforum? I thought it was clear I was talking about the 1.4 beta but as you didn't see it clear and this should be posted in the 1.4 subforum I'd like help to find it out.

Thank you.
Originally posted by cardhera:
Excuse me, where is the 1.4 beta subforum? I thought it was clear I was talking about the 1.4 beta but as you didn't see it clear and this should be posted in the 1.4 subforum I'd like help to find it out.

Thank you.

I had assumed that paradox was going to do a 1.4 subforum for open beta liked they did for the 1.3 open beta feedback. Apparently, they have not. Sorry about that.

It would not be clear that you were talking the 1.4 beta since Lieutenancy are not a new building and were in the game before local governors. Plus your subject/post did not mention beta or 1.4.

Lieutenancy do appear broken when I swapped to the 1.4 beta to try it.
If I were to take an educated guess from glancing at the “unique_building.txt” file it is probably something in paradox remove script where it references having the DLC for the limit or the country needing nation specific reforms like bureaucracy_type:spa_council_of_castile_bureaucracy.

remove_if = {
OR = {
AND = {
NOT = { owner = { at_war = yes } }
NOT = { owner = { in_civil_war = yes } }
}
trigger_if = {
limit = { has_dlc = "d009_across_the_pillars" }
NOT = {
OR = {
AND = {
location = { is_in_scripted_geography = scripted_geography:castile_geography }
owner = { has_bureaucracy_of_type = bureaucracy_type:spa_council_of_castile_bureaucracy }
}

TDLR just build local govenors
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