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Several "user defined" nations so it crams them together in the list....

userdefkk7.jpg


All "U##" are user defined, down to the end of file. The scenario apparently picks them up as being valid country names.
 
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Somewhat smaller issue, when I uncheck group uncivilized nations but check group nations, the uncivilized countries are still grouped together, for the most part. For example, they all end up in northern France, Germany, and Scandinavia, but 4 ended up on the British Isles. Is there a way you could adjust it to give more even distribution?

@Ivan Rogov: There's your problem. If you simply delete U00-19 and everything past U33 and make a new scenario, it should work fine. Do not delete U20-33.
 
Somewhat smaller issue, when I uncheck group uncivilized nations but check group nations, the uncivilized countries are still grouped together, for the most part. For example, they all end up in northern France, Germany, and Scandinavia, but 4 ended up on the British Isles. Is there a way you could adjust it to give more even distribution?

@Ivan Rogov: There's your problem. If you simply delete U00-19 and everything past U33 and make a new scenario, it should work fine. Do not delete U20-33.

No workee :(
 
I got it to finally work by doing what SSnatcher said but also limiting nations to 50, because for some reason any more than that and it regenerates the user defined nations in the csv file :confused:
 
I got it to finally work by doing what SSnatcher said but also limiting nations to 50, because for some reason any more than that and it regenerates the user defined nations in the csv file :confused:

If you delete all nations in country.csv which correspond to "user defined" in world_names.csv, it should be fine. So in your case, delete all U## nations from country.csv (not world_names.csv). If you've already done that, I'm completely puzzled.

tombom said:
This was always pretty cool, but the newest update is really awesome. Thanks for making it.

Thanks! It was fun to make, too.

SeedSnatcher said:
Somewhat smaller issue, when I uncheck group uncivilized nations but check group nations, the uncivilized countries are still grouped together, for the most part. For example, they all end up in northern France, Germany, and Scandinavia, but 4 ended up on the British Isles. Is there a way you could adjust it to give more even distribution?

Thanks for mentioning this. I will look into it one of these days (when I am at my home computer again)
 
I noticed that literacy seems to vary widely - the #2 GP nation in my latest generated game has 45% while #1 only has 1% :eek::wacko:
 
I noticed that literacy seems to vary widely - the #2 GP nation in my latest generated game has 45% while #1 only has 1% :eek::wacko:

#1 probably has a technology or reforms malus.
 
Sometimes parties with no names are generated like so:
Code:
BRU;381;Unionist Party;1800;1828;conservative;state_capitalism;protectionism;moralism;slavery;anti_military;all;all;x
BRU;382;;1831;1958;reactionary;laissez_faire;free_trade;moralism;slavery;jingoism;all;all;x
BRU;383;Leninist Party;1874;1929;communist;state_capitalism;free_trade;atheism;full_citizenship;jingoism;all;all;x
I believe it's only reactionary parties; 3 nations have a blank name party right now in my game and they're all reactionary.
 
Made an update, 0.8b:
- Fixed the unnamed reacionary parties bug.
- Fixed the locator pic. It should work for all nations now.
- Unchecking the Group Uncivs option actually does something now.
- Reintroduced two options: factory modifier to influence the number of factories and claim modifier to influence the number of claims.

Please keep reporting any bugs you find.
 
Have you altered some files? I believe that should read as "FRANCO_CANADIAN", if anything.

Yes, that's what I thought, too. But maybe it's some other mod (not vip)...
 
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Don't know if this is with the mod or the game itself and it's inconsequential overall, but when an event like this is generated...well, I'm "Haiti" and am located in western Russia, so pops demonstrating in Quebec... :confused::wacko:
 
First of all, excellent work with the new version Taylor. Thanks for the best thing ever created for Victoria.


Questions:

  • What are the effects of bonusses and malusses?

  • How the generator determiners which factories are created on a new scenario? Is there some kind of an pattern or is it just random?

  • When randomizing resources does the production values follow the product? Or are values randomized separately? Or does the values remain same as how it is in province.csv (might be easy to check but I'm lazy :p ) ?

Some bugs:

  • Generator hangs up in creation if you put both bonusses and malusses to 0.

  • When making random parties it creates parties which start and death dates are before the game time. Like 1800;1828 in tombom's post.

  • I haven't seen AI colonizing at all, even when I dropped buildings price to £100 with no resources. Maybe put every land province in the world in the AI files for colonization target. Or when creating the map the program checks which provinces are going to be uncolonized and then spreads them in the AI files.

And suggestions:

  • I would like some option to make all parties start date lets say 1800 and end date 2000. Or similar but socialist and communist parties start at 50's and fascists in 20th century, in a more realistic way.
  • Choose how many parties countries get and which ideology (ie. in this scenario everyone gets 5 parties in which 4 are communists and 1 liberal).
  • Option for totally random parties. Shuffle issues. (I need to get communists in power for laissez-faire?!) :D

  • Ability to choose when deciding how much cultures to use, if you only want to use long range or short range cultures or both.

  • Is it possible to create random states and choose how many you want? Of course using the same algorithms as making countries so the state provinces aren't scattered all around the world.

  • Some scanner in the GUI which scans your files and shows how many countries and cultures you have. (Checks world_names.csv, country.csv, shields and maps for all working country TAGs). And then puts the max limit on sliders according to the result. Or maybe not new limit but marker on the sliders or notification in the description text or somewhere how much countries and cultures you can have.

  • Option to start with every country having no techs at all, or having some area(s) researched (all 30 army techs for example). I made an event which gives all techs but I had to make it fire in random, because the sheer amount of countries in my scenarios I can't make fixed date or the engine skips some of the events. It's playable that way but making in into the generator would ease things up and add more customization to players.

Here is a list of all techs. Inventions are not included so you can choose between Jominian and Clausewitzian, get prestige inventions and don't start with ability to build machine part, automobile and such factories (except barrel but doesn't matter since you have to wait for electric gear to even build it and autos to use it) and so on.

Code:
Army:
1001 1002 1003 1004 1005 1006
1101 1102 1103 1104 1105 1106
1201 1202 1203 1204 1205 1206
1301 1302 1303 1304 1305 1306
1401 1402 1403 1404 1405 1406

Navy:
2001 2002 2003 2004 2005 2006
2101 2102 2103 2104 2105 2106
2201 2202 2203 2204 2205 2206
2301 2302 2303 2304 2305 2306
2401 2402 2403 2404 2405 2406

Commerce:
3001 3002 3003 3004 3005 3006
3101 3102 3103 3104 3105 3106
3201 3202 3203 3204 3205 3206
3301 3302 3303 3304 3305 3306
3401 3402 3403 3404 3405 3406

Culture:
4001 4002 4003 4004 4005 4006
4101 4102 4103 4104 4105 4106
4201 4202 4203 4204 4205 4206
4301 4302 4303 4304 4305 4306
4401 4402 4403 4404 4405 4406

Industry:
5001 5002 5003 5004 5005 5006
5101 5102 5103 5104 5105 5106
5201 5202 5203 5204 5205 5206
5301 5302 5303 5304 5305 5306
5401 5402 5403 5404 5405 5406

You might have dug those up already considering the techs are randomized. :) If you are interested in adding ability to choose to max out techs, some disclaimer about having max commerce and industry techs might be good. Since POPs demands increase as you get more techs on those fields, and you start with practically with no export making them harder to get goods and making laissez-faire useless.
 
@ Ivan Rogov: That looks pretty weird. I don't know how that happened. Do you have claims on Quebec? Or one of the cultures of Quebec?

@ eräjorma: I'm glad you like it, thanks a lot!

Concerning your questions:
  • First of all, let me mention that if a country has a bonus and a malus of the same type, they cancel. So for example, a country with an army bonus but also an army malus, will be treated as if it is a regular country, army-wise.
    The effects of bonusses and malusses (I'll try to remember all the effects, but I may forget a few):
    Army bonus: Double army size, double amount of soldier pops, better army tech, parties tend to be more pro military/jingoist, more likely to get strategic factories like ammo and smallarms and artillery, more likely to have army-industrial establishment
    Army malus: Half army size (rounded down), half amount of soldier pops, worse army tech, parties tend to be more anti military/pacifist, less likely to get strategic factories like ammo and smallarms and artillery
    Navy bonus: Double navy size, more likely to get overseas territories, parties tend to be more pro military/jingoist, more likely to get clipper shipyard, more likely to have naval establishment
    Navy malus: Half navy size, less likely to get overseas territories, parties tend to be more anti military/pacifist, less likely to get clipper shipyard
    Industry bonus: Four times as many factories, better industry tech, parties tend to be more towards laissez-faire and free trade, more likely to have industrial establishment
    Industry malus: 1/4th as many factories, worse industry tech, parties tend to be more towards planned economy and protectionist
    Commerce bonus: Double amount of capitalists, capitalists are of national culture, better commerce tech, parties are more towards laissez-faire and free trade, more likely to have banker establishment
    Commerce malus: Half amount of capitalists, capitalists are of the dominant culture in the province they are placed, worse commerce tech, parties are more towards planned economy and protectionist
    Technology bonus: Better techs, better literacy rating
    Technology malus: Worse techs, worse literacy rating
    Reforms bonus: Parties are more towards full atheism/secularized, and full citizenship, more likely to have political and social reforms, more likely to start with a liberal party in power, more likely to be a democracy, better literacy (but has less effect than tech bonus), less aristocrat pops
    Reforms malus: Parties are more towards full moralism/pluralism, and slavery, less likely to have political and social reforms, more likely to start with a reactionary party in power, more likely to be a monarchy, worse literacy (but has less effect than tech malus), more aristocrat pops
    Culture bonus: More likely to get an extra accepted culture, parties are more towards full citizenship
    Culture malus: Less likely to get an extra accepted culture, parties are more towards slavery
    Population bonus: Doubled population in all owned provinces
    Population malus: Halved population in all owned provinces
    Diplomacy bonus: Better relations with all countries, double amount of claims on provinces outside owned territory
    Diplomacy malus: Worse relations with all countries, halved amount of claims
    Territory bonus: Doubled amount of owned provinces, this automatically also results in more accepted cultures
    Territory malus: Halved amount of owned provinces
  • I hardcoded the requirements of each factory, but sometimes left a requirement out or modified the requirements a bit, if the world needed more of the factory type. For example a country only has to produce iron to make it possible to get a steel factory. On the other hand, a country does need to produce both fabric and dye to be able to get a regular clothes factory. This of course means it has to get a fabric factory first, which it can get if it either produces wool or cotton; notice here that I modified the requirements for a fabric factory to "or" instead of "and".
    This "factory tree" also includes strategic factories, but a country can also get a strategic factory regardless of what its rgos produce. Before the other factories are assigned, if a country is lucky enough (or has army bonus), it gets an ammunition factory, and if it has enough allowed factories, it gets a small arms factory on top of that. The same is true for explosives-artillery and for clipper convoy.
  • Rgo types are randomized separately from rgo values, if random rgo values is ticked of course. To keep the economy from destabilizing to much, however, the generator does not set a rgo type for each province separately, rather, it makes a list of all rgo types as it finds them in province.csv, and then shuffles that list. Same thing for rgo values.

About the bugs: thanks for mentioning! I'll look into it shortly.

About the suggestions:

  • Okay, noted
  • Good idea!
  • That could be fun :), I'll definitly make such an option.
  • What do you mean? I didn't know there was something like long-range and short-range cultures? How does it work?
  • Yes I could do that, but there are some practical difficulties, like the names for these random states.
  • Yeah I know, I should do that, but I was to lazy to do it in this version.
  • I will look into it. But please note that civilized countries *have* to have certain techs in order to even be able to produce a division.
 
So that explains why I always tend to get (without lying much) ammunition or explosive factory at the start. Not exactly starter friendly factories. :)

Few of my recent games have been with only 1 culture on the map (I recommend to everyone, no partisans during war and no nationalism after) and with my tech cheat. Naturally I thought I should tick off technology and culture bonusses and malusses. So it's nice to see they have more sides than the "tech bonus gets you more techs, durrrrr".

About POP ranges. What I think it means that long range POPs can migrate/immigrate to anywhere in the map. Short range POPs have some kind of hardcoded restriction how far they can move at a time. So some players make "chains" of factories from their colonies with short range POPs to the mainland for them to hop on.
I think it goes something like this: UK wants to have indian POPs on England. So he makes some of them as craftsmen. England is however too far away for them to move on. So then player builds a factory in Persia so they migrate there. Next he builds factory to Turkey so they can move from Persia to there. Then player does the same all the way through Croatia, Switzerland and Normandy to the England.
Note: I haven't ever tried this and don't know the ranges or if there's some additional tricks, like deleting or closing the factories built. But basically that explains why as an immigration country you only get those European and Chinese POPs.

edit. Forgot about the "no immigration to Europe" rule. :eek:o But the message is still the same.

Vickywiki has list of the who belongs to what.
 
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@ Ivan Rogov: That looks pretty weird. I don't know how that happened. Do you have claims on Quebec? Or one of the cultures of Quebec?

I have what would be African and European (Danish and Finnish) cultures. Is it possible to have a claim on a territory 1/2 globe away?

Also, I wish to reiterate the comment about colonization. I have stopped playing this mod for now because, as was stated, the AI does not appear to be colonizing. 2/3 of Asia in my latest game was open, but nobody else was touching it by the time I stopped in 1880. :(
 
<crickets chirp>