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Thread: Mod guide: How to create a new country

  1. #1

    Mod Guide: How to create a new country

    Hello! Thought I would write this guide so everyone can mod their new favorite game. In this guide I will create a new, playable nation.

    This guide consists of 2 parts (so far):

    Part 1 - Defining your nation, creating a flag
    Part 2 - History files, getting your new country to show up in the game

    --

    Thanks to:
    Strager, whose EU3 mod guide I have shamelessly ripp... emulated.
    Danevang, for his JSGME guide (includes download link)
    Last edited by The Wookiee; 16-08-2010 at 18:04.

  2. #2

    Part 1

    I'm going to turn the Swedish region of Götaland into a country (because that's where I live).

    The first thing you have to do is come up with a tag for your country. Tags are 3-letter, well, tags, used by the game to identify your country. To see what tags are taken, go to the history\countries\ folder and have a look. Logically I have decided to use the tag GOT.

    Now, to create our country we are going to have to create new files and tweak existing files. First file we are going to edit is in the \common\ folder and is simply called countries.txt. In it, tags are linked to country files. Simply add a line below "# Common Great Powers" (Götaland is destined to become a Great Power ), like so:
    Code:
    GOT		= "countries/Gotaland.txt"
    Do NOT overwrite the original file. This will lead to general unpleasantness. Create a folder on your desktop called common and put your modified countries.txt file there.

    Now that we have given our new country a tag, we have to create the country file to go with it. Go to \common\countries\ and look up a country that is similar to yours. To make this easier, we are going to work on an existing country file. I've chosen Sweden. Rename it to whatever you put in countries.txt (case sensitive). For now, that's all we are going to do with the country file. Create a subfolder in your new common folder, name the folder countries, then move the new country file there.

    Next we have to give our country a flag. You may have noticed that all countries in Victoria 2 have five different flags. The five flag types are:
    <TAG>
    <TAG>_communist
    <TAG>_fascist
    <TAG>_monarchy
    <TAG>_republic

    To keep it nice and easy, we are going to create just one flag and use it for all five government types. Once you have created your flag, copy it four times and rename them. Flags have to be 93 pixels wide and 64 pixels high, and in Targa (.tga) format. You will need something more sophisticated than Paint for this part. If you do not have a graphics editor, try Paint.net.

    Here's the flag I have created:


    Beautiful ain't it? Anyway, moving on. Create a folder called gfx, and in it, a subfolder called flags. Move the flags you created to the flags subfolder.

    Next, go to the history\countries\ folder. Like before we are going to copy an existing file and simply rename it. I've taken Swedens file (SWE - Sweden) and renamed it GOT - Gotaland. It's case sensitive and has to exactly match what you put in the countries.txt file. Create a folder called history and a subfolder called countries. Move your country history file there.

    Open up your new country history file. Mine looks like this:
    Code:
    capital = 322
    primary_culture = swedish
    culture = finnish
    culture = norwegian
    culture = sami
    religion = protestant
    government = hms_government
    plurality = 0.0
    nationalvalue = nv_order
    literacy = 0.8
    civilized = yes
    prestige = 15
    
    # Political reforms
    slavery = no_slavery
    upper_house_composition = state_equal_weight
    vote_franschise = landed_voting
    public_meetings = yes_meeting
    press_rights = state_press
    trade_unions = no_trade_unions
    voting_system = first_past_the_post
    political_parties = non_secret_ballots
    
    # Social Reforms
    wage_reform = no_minimum_wage
    work_hours = no_work_hour_limit
    safety_regulations = no_safety
    health_care = no_health_care
    unemployment_subsidies = no_subsidies
    pensions = no_pensions
    
    ruling_party = SWE_conservative
    last_election = 1833.1.1
    upper_house = {
    	fascist = 0
    	liberal = 35
    	conservative = 60
    	reactionary = 5
    	anarcho_liberal = 0
    	socialist = 0
    	communist = 0
    }
    
    #Technologies
    post_napoleonic_thought = 1
    flintlock_rifles = 1
    bronze_muzzle_loaded_artillery = 1
    military_staff_system = 1
    army_command_principle = 1
    post_nelsonian_thought = 1
    clipper_design = 1
    naval_design_bureaus = 1
    alphabetic_flag_signaling = 1
    the_command_principle = 1
    classicism_n_early_romanticism = 1
    late_enlightenment_philosophy = 1
    malthusian_thought = 1
    enlightenment_thought = 1
    introspectionism = 1
    private_banks = 1
    no_standard = 1
    early_classical_theory_and_critique = 1
    freedom_of_trade = 1
    guild_based_production = 1
    water_wheel_power = 1
    publishing_industry = 1
    mechanized_mining = 1
    basic_chemistry = 1
    
    #Inventions
    #corvettes = yes
    
    # Starting Consciousness
    consciousness = 2
    nonstate_consciousness = 0
    
    schools = industrial_tech_school
    
    oob = "SWE_oob.txt"
    The country history file is used when your new country revolts or appears on the map. You only really have to change two things for now:
    Code:
    capital = 322
    oob = "SWE_oob.txt"
    The capital of my nation can't be Stockholm as it won't belong to my country, so I've gone ahead and changed that to my home town of Borås. The "oob = "SWE_oob.txt" refers to the order of battle file. This file contains the starting armies, navies and leaders for your country. Great Powers also have their initial diplomatic relations listed in their OOB files.

    Those two lines now read like this:
    Code:
    capital = 330
    oob = "GOT_oob.txt"
    To find the right province number for your capital, go to the history\provinces\ folder and look around.

    Next we are going to create an OOB file for our country. Unless you're using an advanced text editor such as Notepad++ some of the OOB files might have garbled formatting. One OOB that has proper formatting is ANH_oob.txt. It's perfect for our purposes. Go ahead and open that up.

    The first bit sets Anhalts relation to Prussia to 125. Ignore this part and simply remove it. What we are interested in is creating a standing army for our new nation. I'm going to keep it simple and have Gotalands starting army consist of just one brigade. Like this:
    Code:
    army = {
    	name = "Götalands Armée"
    	location = 330
    	regiment = {
    		name= "Borås Brigad"
    		type = infantry
    		home = 330
    	 }
    }
    "location" determines where your standing army ends up in the game. "home" ties the brigade (regiment) to a POP in that province. I've placed my army in Borås and the brigade is now tied to th soldier POP in Borås. Create a new subfolder called units in your history folder, and move the OOB file there.

    Now we're going to add some text. Go to Victoria 2\localisation\ and copy text.csv. Create your own localisation folder and put the new text.csv there. You can open and edit this file in notepad, but unless you have the patience of a god I recommend using Notepad++.

    Hit CTRL-F and look up REB. You should see this:
    Code:
    REB;Rebels;Partisans;Partisanen;;Partisanos;;;;;;;;;x
    This gives the REBel tag a name, first in English then in other languages. You have to get this bit just right. Add a new line, type in
    Code:
    GOT;Götaland;Götaland;Götaland;;Götaland;;;;;;;;;x
    Scroll down a little bit and you'll find a new list of tags labelled TAG_ADJ. This is used to describe your citizens throughout the game (e.g Latvian rebels, French soldiers). Add a new line:
    Code:
    GOT_ADJ;Geat;Geat;Geat;;Geat;;;;;;;;;x
    With that file saved, we're done with part 1. Your new country is not in the game yet, but it will be soon.
    Last edited by The Wookiee; 14-08-2010 at 12:44.

  3. #3

    Part 2

    If you were to load up the game, your country will not show up in-game. Let's sort that out shall we.

    For your nation to appear in the game world you have to modify province files. They can be found in the various history\provinces\ folders. Copy the files you need and mirror the folder structure in the mod's folder (in my case history\provinces\Scandinavia\).

    This is the province file for Borås:
    Code:
    owner = SWE
    controller = SWE
    add_core = SWE
    add_core = SCA
    trade_goods = fish
    life_rating = 35
    I simply change Sweden's (SWE) ownership, control and core to GOT:
    Code:
    owner = GOT
    controller = GOT
    add_core = GOT
    add_core = SCA
    trade_goods = fish
    life_rating = 35
    After changing the rest of the province files, this is the result:



    Two quick notes:

    1) To get this to work you need to use something called JSGME. At the time of writing this province history files do not work with the built-in mod launcher. If you are not familiar with JSGME I suggest you read Danevang's excellent guide. Put all of your mod files in a folder and put that in the JSGME's MODS directory.

    2) When you load flags using JSGME the flag cache files are not updated. The flag cache files can be found in gfx\flags\. Sort by size, you'll find all five at the top. When you use the mod launcher to load new flags, new flag caches are automatically created. When you use JSGME, they're not, and all you get when you load the game is a white, blank flag. Delete the five flagfiles every time you mod in a new flag using JSGME.
    Last edited by The Wookiee; 14-08-2010 at 18:27.

  4. #4

  5. #5

  6. #6
    Excellent guide! I'm going to be using this right away to get working on the Indigenous revolter-states for Empire Mod!

  7. #7
    Wookie, you're getting a cookie! This was just what I was looking for

    Whatever good you do will be insignificant, but it is very important that you do it.

  8. #8
    Captain zefert1's Avatar
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    As promised, thanks!

  9. #9
    Thanks y'all. Going to expand this a little bit hopefully later on today, about how you can customise your country in different ways.

  10. #10

  11. #11
    Quote Originally Posted by TheLand View Post
    any chance you could explain how you can add a new unit? ;-)
    For sure, after I explain the many different ways you can customise your new nation (Coming Soon (TM))

  12. #12
    Quote Originally Posted by The Wookiee View Post
    1) To get this to work you need to use something called JSGME. At the time of writing this province history files do not work with the built-in mod launcher. If you are not familiar with JSGME I suggest you read Danevang's excellent guide. Put all of your mod files in a folder and put that in the JSGME's MODS directory.

    2) When you load flags using JSGME the flag cache files are not updated. The flag cache files can be found in gfx\flags\. Sort by size, you'll find all five at the top. When you use the mod launcher to load new flags, new flag caches are automatically created. When you use JSGME, they're not, and all you get when you load the game is a white, blank flag. Delete the five flagfiles every time you mod in a new flag using JSGME.
    Wait what? I don't recall running into any problems with provinces or flag graphics when modding Hearts of Iron 3 and it uses both the same engine and as far as I know a identical Mod launcher. What is the problem with Victoria 2's Mod launcher?

    Is there ANYTHING that is working correctly in the vanilla version of this game? This better be fixed in patch 1.2 (I have gotten sort of sick of saying that over and over......)
    ----------------------------------------------------------------------------
    Check out my "Improved economical policies Mod" for Victoria 2

  13. #13
    Quote Originally Posted by Hardcore_gamer View Post
    Wait what? I don't recall running into any problems with provinces or flag graphics when modding Hearts of Iron 3 and it uses both the same engine and as far as I know a identical Mod launcher. What is the problem with Victoria 2's Mod launcher?

    Is there ANYTHING that is working correctly in the vanilla version of this game? This better be fixed in patch 1.2 (I have gotten sort of sick of saying that over and over......)
    Province history is bugged. Flag cache is not deleted/updated properly when you use JSGME, it is when you use the mod launcher. A lot of things work correctly in V2 at the moment, so no worries. I prefer using JSGME over mucking about with the vanilla files directly. Easier and less troublesome.

    --

    Regarding parts 3 and 4 of this guide and other mod guides; I'm having computer problems so it'll be a while till I get set up again.

  14. #14
    Quote Originally Posted by The Wookiee View Post
    Province history is bugged. Flag cache is not deleted/updated properly when you use JSGME, it is when you use the mod launcher. A lot of things work correctly in V2 at the moment, so no worries. I prefer using JSGME over mucking about with the vanilla files directly. Easier and less troublesome.
    But Paradox is still planning on fixing, right?
    ----------------------------------------------------------------------------
    Check out my "Improved economical policies Mod" for Victoria 2

  15. #15
    Quote Originally Posted by Hardcore_gamer View Post
    But Paradox is still planning on fixing, right?
    I should hope so.

  16. #16
    Field Marshal Faeelin's Avatar
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    So in the country file, I set the literacy at .2, but in my game it loads up as 0%. Can anyone suggest why that might be?
    I am therefore officially rooting for a Franco-German strike on Russia, prompting the Soviets to strike back with their hitherto secret nukes. This will serve as a salutary lesson to all involved and leave everyone suitably chastened.-El Pip

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  17. #17
    This is a very useful guide, especially since I'm completely new to modding PI games. However, is it possible to elaborate on how to change your own countries POP information, instead of using the provinces default stats? Also, is it possible to change the names of states and provinces? The country I created originally consisted of only one province, and I'm interested in changing the POP and industrial/economic information, but I have no idea how. Lastly, is it possible to make your fictional countries economy and production more robust without using cheat codes? Thanks again for the guide!

  18. #18
    Messing around and made Rome. Tag was SPQ. When I went into the game the countries name was SPQ... Any first thoughts on what a noob might have missed to make this happen?

  19. #19
    Quote Originally Posted by DocBuchanan View Post
    Messing around and made Rome. Tag was SPQ. When I went into the game the countries name was SPQ... Any first thoughts on what a noob might have missed to make this happen?
    You need to add a line in your text.csv file to give your country a name rather than just a tag, as I found out when I made the Byzantine Empire.

  20. #20
    Captain zefert1's Avatar
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    So I followed the instructions, and it works, I have successfully added wales into the game.

    However, I cannot seem to get the game to recognize the change in uniform color I am trying to institute for wales, I have tried modding it into both the base files and in the JSGME files; but neither works. The files I edited was called country_colors.

    It's puzzling because in EUIII, just changing this file would be enough to change the color of the units.

    Any help would be appreciated.

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