



AFAIK we have a converter to our format. But it doesn't work that good and the models loose a lot of detail. For this reason we added experimental FBX support, but in the end we couldn't deliver new models on time. So we may have to go back to EU3:IN models for release version. For modders we can at least fully document the format and provide our internal converters for community to improve on.

Sorry to bug, was wondering if anyone had the time they could answer the other two questions, would really apprecaite it - thanks, JWSIII
1: On the Magna Mundi webpage, it mentions that colonies can have specializations (as seperate from the colonial policy)... can someone explain this to me?
2: Will the building system allow for per province administrative burden reduction?
Sad at the demise of MMtG; excited for EU4
Avid reader of Chris Taylor's England MMU AAR http://forum.paradoxplaza.com/forum/...ngland-MMU-AAR
i found this in the modding wiki about diplomatic scripting, hope its useful
ai_desirability = <formula> This determines how much the AI will value a particular relation with another country (FROM). Diplomatic overtures are made by considering all options of a particular type. If ai_desirability is > 0, this may be sent. If ai_desirability < 0, an existing relation may be revoked.
MCP - A Victoria 2 Modification [AHD]
MCP - A Divine Wind Mod
NLS - New Loading Screens (Victoria 2: AHD)
A Big Shout out to all modders who made MCP possible. Thank you again for allowing your mod to be Integrated.
About warfare system
a well equiped morrocan army with a good leader will be able to defeat an iberian army?or did ubik made portugal lucky like paradox made sweden lucky? :P
It is said that if you spell my name wrong,a ghost will haunt you for the rest of your life
There is no lucky nation. Arbus cheated to be able to create a huge army to show a simple example of land warfare. Portugal wouldn't be able to produce an army of that size and invade Morocco without any resistance.
Officially EU4 (but not Euro) skeptic.
Former MMtG staff member.
How important will naval combat be in this game? i think it would be interesting to create a naval superpower but in games like victoria 2 and EU3 it just doesnt seem important
Nationality: Irish
Religion: Catholic
Ideology: Socialist
Issues: I dont know, let me think about it
Militancy: 8.50
Consciousness: 5.75
We fight for The One, True, Catholic, Apostolic, Penguin Faction, for the glory of all the true Penguins, VIVA REY PENGÜISMO!
True King of Great Ireland and Britain Inferior
Stand by Turkey
Try to control your colonies without a proper navy then
Naval forces will be very important in warfare as well, because you can effectively cripple a nation which heavily relies on sea trade.
Officially EU4 (but not Euro) skeptic.
Former MMtG staff member.
Nationality: Irish
Religion: Catholic
Ideology: Socialist
Issues: I dont know, let me think about it
Militancy: 8.50
Consciousness: 5.75
We fight for The One, True, Catholic, Apostolic, Penguin Faction, for the glory of all the true Penguins, VIVA REY PENGÜISMO!
True King of Great Ireland and Britain Inferior
Stand by Turkey
Short answer, yes.
Long answer, no: Decisions are much simpler. Diplomatic relations require more complexity. Take for example the alliance:
Code:alliance = { icon = 3 grants_primary_vision = yes grants_secondary_vision = yes asymmetric = no revokable = yes grants_primary_ally = yes #friendly = yes potential = { condition = { id = japan_diplo FROM = FROM } } allow = { NOT = { war_with = FROM } OR = { NOT = { condition = is_subject } has_relation = { type = vassal who = FROM } has_relation = { type = union who = FROM } } capital_scope = { influence = { tag = FROM value = 0.1 } } } effect = { relation = { who = FROM value = 25 } FROM = { prestige = 0.02 } } revoke_effect = { relation = { who = FROM value = -75 } } revoke_potential = { # always, unless they are our overlord; except when they are >1 BB OR = { NOT = { condition = is_subject } NOT = { condition = { id = subject_of FROM = FROM } } FROM = { badboy = 1 } } } revoke_allow = { OR = { AND = { war = no FROM = { war = no } } war_with = FROM } } cancel_potential = { # always, unless they are our overlord; except when they are >1 BB OR = { NOT = { condition = is_subject } NOT = { condition = { id = subject_of FROM = FROM } } FROM = { badboy = 1 } } } cancel_allow = { OR = { AND = { war = no FROM = { war = no } } war_with = FROM } } first_to_second_transfer = { relations = 2 } ai_desirability = { multiply = { factor = 12 influence = FROM } modifier = { factor = 0.5 has_relation_count = { type = alliance which = any value = 2 } NOT = { condition = { id = subject_of FROM = FROM } } NOT = { condition = { id = overlord_of FROM = FROM } } } modifier = { factor = 0 has_relation_count = { type = alliance which = any value = 3 } NOT = { condition = { id = subject_of FROM = FROM } } NOT = { condition = { id = overlord_of FROM = FROM } } } add = { modifier = { factor = 200 has_relation = { type = alliance who = FROM } # to make it stick } modifier = { factor = -200 has_relation = { type = throne_claim_relation who = FROM } } modifier = { # keep your enemies close factor = 50 has_casus_belli = FROM num_of_cities = FROM } modifier = { #more likely to offer if there is a shared threat factor = 75 any_known_country = { is_threat = THIS is_threat = FROM } } modifier = { factor = 200 NOT = { has_relation_count = { type = alliance which = any value = 1 } } } modifier = { factor = 200 NOT = { has_relation_count = { type = alliance which = any value = 2 } } } modifier = { factor = -100 FROM = { has_relation_count = { type = alliance which = any value = 1 } } } modifier = { factor = -200 FROM = { has_relation_count = { type = alliance which = any value = 2 } } } modifier = { factor = 200 any_known_country = { war_with = THIS war_with = FROM } NOT = { war_with = FROM } } modifier = { factor = 100 any_known_country = { truce_with = THIS truce_with = FROM NOT = { has_relation = { type = alliance who = THIS } } NOT = { has_relation = { type = alliance who = FROM } } } NOT = { war_with = FROM } } modifier = { factor = 100 has_relation = { type = establish_embassy who = FROM } } multiply = { factor = -4 country_value = badboy } modifier = { factor = -160 badboy = 1 } modifier = { factor = -200 war_with = FROM } modifier = { factor = -50 is_rival = FROM } modifier = { factor = -100 is_threat = FROM } modifier = { factor = 25 NOT = { is_rival = FROM } NOT = { is_threat = FROM } } modifier = { factor = 50 rival_countries = { is_rival = FROM } } modifier = { factor = 100 threat_countries = { is_threat = FROM } } modifier = { factor = 50 FROM = { rival_countries = { is_rival = THIS } } } modifier = { factor = 100 FROM = { threat_countries = { is_threat = THIS } } } modifier = { factor = 100 OR = { condition = { id = subject_of FROM = FROM } condition = { id = overlord_of FROM = FROM } } } modifier = { factor = -250 NOT = { religion_group = FROM } FROM = { NOT = { idea = humanist_tolerance } } } modifier = { factor = -150 NOT = { religion_group = FROM } FROM = { idea = humanist_tolerance } } modifier = { factor = -50 NOT = { religion_group = FROM } FROM = { idea = religious_dogmatism } } modifier = { factor = 25 OR = { AND = { government = theocracy FROM = { government = theocracy } } AND = { government = monarchy FROM = { government = monarchy } } AND = { government = republic FROM = { government = republic } } } } modifier = { factor = -25 OR = { AND = { government = theocracy FROM = { NOT = { government = theocracy } } } AND = { government = monarchy FROM = { NOT = { government = monarchy } } } AND = { government = republic FROM = { NOT = { government = republic } } } } } modifier = { factor = 50 religion = FROM } modifier = { factor = -125 NOT = { religion = FROM } religion_group = FROM FROM = { NOT = { idea = ecumenism } } } modifier = { factor = -75 NOT = { religion = FROM } religion_group = FROM FROM = { idea = divine_supremacy } } modifier = { factor = 10 has_relation = { who = FROM type = royal_marriage } } modifier = { NOT = { condition = { id = subject_of FROM = FROM } } groupfactor = { multiply = { factor = -20 relation_count = { type = alliance } } } } max = { # our prestige minus their prestige (less likely to offer, the lower ours and the higher theirs) factor = -40 # never more impact than -40 multiply = { factor = 100 add = { FROM = { country_value = prestige } modifier = { prestige = 0 groupfactor = { negate = { country_value = prestige } } } modifier = { NOT = { prestige = 0 } groupfactor = { country_value = prestige } } } } } max = { factor = -120 modifier = { # less likely to offer, the greater the difference in size FROM = { num_of_cities = THIS } NOT = { condition = { id = subject_of FROM = FROM } } groupfactor = { multiply = { factor = 10 add = { country_value = num_of_cities negate = { FROM = { country_value = num_of_cities } } } } } } } max = { factor = -120 modifier = { # less likely to offer, the greater the difference in size num_of_cities = FROM NOT = { condition = { id = subject_of FROM = FROM } } groupfactor = { multiply = { factor = 10 add = { FROM = { country_value = num_of_cities } negate = { country_value = num_of_cities } } } } } } } } }
Mourning Magna Mundi
Oh, I see, thanks! Now I've got three questions about that alliance code:
1)You can't break alliance with someone with badboy lower than 1? So if someone is keeping his hands clean he may do whatever he wants and alliance won't break? Does it mean that allies would be forced into wars, or will they still be able to break that alliance by not answering call to arms?
2)No more than three alliances? No wars engulfing all of Europe in flames? Not sure what to make of this one, from one side it is nice, from the other — restriction that strict may hurt, for example, offensives(target is guaranteed by half the Europe, while those that wish to take it down can't gather in groups of more than four, like in communist regime)
3) It takes into consideration difference in sizes in both directions? So, say, Serbia would be reluctant to get alliance from Russian Empire? Though this one is not that much of a deal, -120 still can be outweighed by other factors.
Will messages disappear after a while (for example after 5 months)? In Eu3 messages stay until I click OK.
Do you use any custom tools or edit files manually via the mighty notepad?
CKII Project Oikoumene: Orthodox and Near Eastern Compilation
Join the effort to assemble and compile flavor and gameplay enhancements to flesh out Byzantium, the Balkans, Rus, the Steppe, the Caucasus and the Near East in one package.
can we rename countries like we can rename provinces?
Justification blurs the line between good and evil