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I'll add another mirror on the next update. I should update by next week, too busy with other projects right now.
This is just... just amazing! I loved the totally random world generator back in EU2 which generated new nations as well, and this one seems a worthy successor. I will have to write an AAR with this!
I'm planning to expand the German language files a bit and divide them so they produce slightly better results. For example, the third file has parts like -nburg, -nberg and so forth. As those names originate from actual terms (Burg = castle, Berg = mountain), it seems to produce better results to move the -n- into the second file.
Also, how awesome is this?
Another Edit: I uploaded the updates files for German (fixed grammar and structure, expanded some) and latin (fixed all-caps, replaced V with u) here:
http://www.hanmun.de/german_latin_expanded_1.rar
A few questions:
1. Are you planning to randomize political party names as well?
2. Can you make name additions like "Nations" or "Confederacy" editable? That would be awesome.
3. If you need help creating a few more graphical assets for flags, I would gladly be of help. Is it currently possible to plug in additional graphics by expanding on the current naming conventions and just using higher numbers?
Last edited by monsterfurby; 07-07-2011 at 17:51.
Public Service Announcement:
"...this is still a free country and anyone telling a
fellow like me "brother you're full of ****" better be
good and ready to answer politely when asked if he'd care
to say why!"

Haha, Berserkrborg... at least it's an Empire, not an uncivilized nation with one province. hehe.
If you send me the improved german dictionary, I'll add it to the next version.
The questions...
1. Yes, that could be done.
2. Yes.
3. Hum, I wrote the flags code months ago... I know the monarchies are extendable, the others I think they aren't. But it's easy to change that, so if you wanna send me new graphics for monarches, fascists etc., they'll be there on the next update! Only restriction is that they are .PNG with transparency and the exact same dimensions (see the other PNGs for reference). Then name them, like Fasc1.png, Fasc2.png, etc.
My first world was pretty bad, Europe was sparsely populated by 1-province countries.
I think my 2nd generated world looks much better:
I began playing a Great Power on the West coast of North America called "Coxtli Union."
Here are some immediate thoughts I had after playing for an hour:
- The red circles are places where two countries meet and might as well be the same color.
- The red line connects a single country with its capital on the "British" Isles. I guess it really is the super power since it has all the territory from New England to the tip of South America.
- Blue circles are two regions with the same name, "Texotl."
- Blue dots are 3 provinces named "Cuatl."
- Yellow dots are 5 pairs of provinces that also share the same names, "Cotl," "Mitl," "Natl," "Tetl," and "Tletl."
- I started with 17 brigades, but could only field 1.
- Religion icons were reused (might want to just add multiple colors of the icons or give multiple cultures the same religion.)
- I'm sure you can tell the colors, on both the flags and the map, can be a bit garish. Though I do really appreciate them matching. It does help since they're all so unfamiliar.
Since vanilla countries don't exist, you might want to consider adding Britain red, France blue, Russian green, etc, to your code.
The world, for some reason, generates as blue-purple-green, most of the time with extremely bright or dark shades of red in random places.
Umm, when I ran it I got no new flags and the country names were their tags, how do I fix this?
EDIT: Never mind, fixed it by adding 'run as administrator' to the python executable compatibility thing
Also, OP, do you want me to make a names file for Dutch?![]()
Last edited by Headshotcatcher; 08-07-2011 at 11:23.
1 Clerk
Nationality: Dutch
Religion: Agnostic
Ideology: Social-Democrat
Issues: Plurality/Anti Military
Militancy: 0 (-1.00)
Consciousness: 9 (+0)
Alright, I placed a link to the previous version in the post before that one. I'm already working on expanding it further, I'll send the result to you then.
I'll assemble a few icons and send them to you.3. Hum, I wrote the flags code months ago... I know the monarchies are extendable, the others I think they aren't. But it's easy to change that, so if you wanna send me new graphics for monarches, fascists etc., they'll be there on the next update! Only restriction is that they are .PNG with transparency and the exact same dimensions (see the other PNGs for reference). Then name them, like Fasc1.png, Fasc2.png, etc.
Again, great work on this one, looking forward to the next iteration
Edit: A suggestion. Would it be possible to have the generator create unreleased countries somewhere down the road? Maybe that could help in balancing out the huge nations it currently makes.
Another addendum: I added Chinese names, to be found here:
http://www.hanmun.de/chinese_names.rar
They are based on the actual initials and finals of the sounds in chinese language, though sometimes, they produce - uh - "fun" results.
I am thinking about making a second one for composite chinese names, like Luoyang, as the current ones only produce one-syllable names.
Last edited by monsterfurby; 08-07-2011 at 14:34.
Public Service Announcement:
"...this is still a free country and anyone telling a
fellow like me "brother you're full of ****" better be
good and ready to answer politely when asked if he'd care
to say why!"
Argh! While modding in my Dutch names, the generator has a tendency to skip the .names1 file and produce countries with names without capitalisation.. Any way to prevent this?
1 Clerk
Nationality: Dutch
Religion: Agnostic
Ideology: Social-Democrat
Issues: Plurality/Anti Military
Militancy: 0 (-1.00)
Consciousness: 9 (+0)
Hm, that's odd. m68135 probably knows much better what's going on, but from my experience, the generator always uses the .names1 file. Maybe you misspelt the file name or entered some sort of special character the generator has trouble parsing (though from what I've seen, I would highly doubt that that could happen)?
Another note: Toying around with the specs in the Generator.py, I noticed that raising the maximum amount of countries to generate causes flag generation to fail and the generator to name most countries only by their tag. At least I suppose that that's the reason.
Public Service Announcement:
"...this is still a free country and anyone telling a
fellow like me "brother you're full of ****" better be
good and ready to answer politely when asked if he'd care
to say why!"
It /should/ always use the .names1 file, there is a bit in the generator.py file that states that the .names2 file should only be used 2/3rd of the time, but that seems to work properly (and the number of times .names1 doesn't get used is way over 2/3rd of the time :P Some come out all right though, so I really don't know what's going on..
1 Clerk
Nationality: Dutch
Religion: Agnostic
Ideology: Social-Democrat
Issues: Plurality/Anti Military
Militancy: 0 (-1.00)
Consciousness: 9 (+0)
Public Service Announcement:
"...this is still a free country and anyone telling a
fellow like me "brother you're full of ****" better be
good and ready to answer politely when asked if he'd care
to say why!"
No, but I found the cause already.. For some reason I had accumulated a lot of empty lines in the .names1 file.. Durr :P
It's all fine now![]()
Also, does anyone know how to change the colours that will be used for flags and country colours? For now it's just those obscure shades of purple, green and blue![]()
1 Clerk
Nationality: Dutch
Religion: Agnostic
Ideology: Social-Democrat
Issues: Plurality/Anti Military
Militancy: 0 (-1.00)
Consciousness: 9 (+0)
I think currently the generator just picks a random number between 0 and 255 for each of the three RGB values. Since the ratio of "obscure shades" to "straight colors" is really, really weighted in favor of obscure shades, most countries get those. You can narrow the range by looking for the places where colors are generated via (random.randint(0,255) and changing the numbers to your desired highest/lowest value, but to keep colors in a more moderate spectrum, it would take a different calculation altogether (i.e. prechosen colors or a cap on the differences between the three main colors).
Edit: On a second look, I think those are just for cultures and such.. the country/general color algorith is in the utils file, if I'm not mistaken.
Last edited by monsterfurby; 09-07-2011 at 00:00.
Public Service Announcement:
"...this is still a free country and anyone telling a
fellow like me "brother you're full of ****" better be
good and ready to answer politely when asked if he'd care
to say why!"




It's on GenUtils.py, function INK().
Update: Wrote some comments on that function, you can see from the commented code that I messed with that a lot. :P
So, in human language...Code:def Ink(): #pick a random color hue = random.uniform(0.0, 1.0) #hue = random.choice(palette) #define that color's saturation #saturation = random.uniform(0.5, 1.0) saturation = random.uniform(0.8, 1.0) #define that color's value (aka lightness) #value = random.uniform(0.5,1.0) value = random.uniform(0.4,1.0) #if color isn't too saturated, reduce Value... never gonna reach here anyway if saturation < 0.7: value = random.uniform(0.5,0.6) #if random.randint(0,100)<10: # value = random.uniform(0.0,0.3) #convert HSV to RGB rgb = colorsys.hsv_to_rgb(hue, saturation, value) #convert float to byte rgb = (int(rgb[0]*255), int(rgb[1]*255), int(rgb[2]*255)) #print hue*360, saturation*100, value*100, rgb return rgb
Color = any
Saturation = 80-100%
Lightness = 40-100%
PS: I'll get back to coding next week, been very busy recently.
Last edited by m68135; 09-07-2011 at 06:11.