Hi!
As there is no guide on how to create new provinces in Vicky, I feel the need to make one.
Please note that this guide is accurate for vanilla 1.3 and might not work with AHD. If anyone knows if there are any differences in map modding between vanilla and AHD - feel free to write them in this thread or PM me.
Stuff you'll need:
- Victoria 2 (that's quite obvious)
- some text editing tool (I use MS Notepad)
- a tool to edit map (it's in BMP format so most programs should be able to open it, I use GIMP).
I also recommend you downloading the Clausewitz Positions Editor, it's much easier to edit positions with it than with Notepad.
1. You'll need to think about what provinces you want to add and where. I'll create province Bieszczady, since that's where I was born and where I live.
2. Create .txt file in Vicky folder\history\provinces. It should be called "ID - Province name.txt", for example mine is "3249 - Bieszczady.txt". It doesn't matter in which folder in "provinces" you put your new file, I put mine in "austria" folder.
It should look like that:
Don't forget to add an empty line at the end, without it the game will erase last character in file and it'll think that the province has 3 life rating.Code:owner = AUS # owner of the province. controller = AUS # controller of the province, usually it's the same as owner, but if for example Austria is at war with Russia at the start of the scenario and Russia is occupying it from the start, you should change it to "controller = RUS" add_core = AUS # add_core = POL # cores. add_core = RUT # trade_goods = coal # trade goods that province is producing, list of those is in goods.txt file in "common" folder. life_rating = 35 # life rating, most European provinces have 35 life rating in 1836.
3. Open some file in "localisation" folder (it doesn't matter which one, the game reads them all anyway, it doesn't matter in which place in file you put new text too) and add a line looking like that:
I usually just copy another line and change ID and names.Code:PROV3249;Bieszczady;Bieszczady;Bieszczady;;Bieszczady;;;;;;;x;;x;;;;;;;;;;;;;;
It's PROV and province ID, then English name, French name, German name and Spanish name.
4. Now the real map editing. Open the "map" folder, you'll see some files there.
- adjacencies.csv
Edit it if you want to create new straits.
I think it's ID of first province;ID of second province;sea;ID of sea province in which the strait is located;0;name of strait. The 0 means it is a standard sea crossing. Numbers higher than 0 are used to refer to canals.Code:13;14;sea;3011;0;Vancouver Crossing
- climate.txt
It decides which climate your province has. I've added mine to "temperate climate" group. You may also edit climate effects on gameplay here.
- continent.txt
'Tis pretty obvious.
- default.map
The "max_provinces" number is number of all provinces+1, in unmodded Vicky 2 1.3 it's 3249, because there are 3248 provinces. So, if you're going to add one province you need to change it to "max_provinces = 3250".
- definitions.csv
Each province has its own colour, those colours are in RGB format in this file. The colour that you use must be unique, otherwise the engine will not recognise it as a separate province.
ID;red;green;blue;province name;xCode:3249;53;14;240;Bieszczady;x
- positions.txt
I didn't edit that file, as I'm editing the positions with Clausewitz editor (there's a link to this editor at the top of my post) and actually I can't edit them in Notepad.
If you want to edit this file in Notepad, look at Sakura's guide to map modding in EU3, it's explained pretty well there. Stuff in Vicky 2 is a bit different from EU3, you'll need to add the factory's position and possibly something else (naval base? I'm not sure).
- provinces.bmp
Open it in some graphics program, and draw your province somewhere, using colour from definitions.csv file. The map is flipped upside down, you may want to change it to normal-looking map before you start editing, don't forget to make it upside down again when you finish.
- region.txt
Here, you assign your province to some region; if your province hasn't got region, the game will crash when you click at the province. If you want to know which region has which ID, look in localisation files for something like "West Galicia" or wherever you want to put your new province.
- region_sea.txt
I don't know if it actually does anything, it also looks like it's impossible to add new sea provinces.
For editing the terrain.bmp and rivers.bmp files remember to use a programme which supports indexed bitmaps such as The GIMP.
- rivers.bmp
In this file you edit rivers. White colour is land, pink is seas and oceans, river's rising is in green (in RGB format: 0 255 0), then it uses 5 different shades of blue, always in the same order: 0 250 255, 0 200 255, 0 0 225, 0 0 150, 0 0 100. Red pixel is where two rivers meet. It is also crucial that rivers are always only one pixel wide and must horizontally or vertically border another river pixel (i.e. you can't do diagonals, instead go one up/down then one across etc.)
Each river must have one green originating pixel. Rivers cannot fork, if you want to give the appearance of one doing so you need to use another green pixel at the start of every fork. This map is flipped upside down too.
- terrain.bmp
This file determines what terrain the province is. The colours are explained in terrain.txt. This map is flipped upside down.
5. Create the POPs in history\pops folder.
It should look like that:
Thanks to:Code:#Przemysl (596000/149000 POPS) # province name and number of POPs. first number (596 000) here is the number of actual people in that province, second number (149 000) is amount of POPs (one POP represents a family of 4 people). 705 = { # province ID clergymen = { # POP type, those are in common\pop_types.txt culture = ukrainian # culture. common\cultures.txt religion = orthodox # religion. common\religions.txt size = 175 # size of POP. } artisans = { culture = ukrainian religion = orthodox size = 950 } soldiers = { culture = ukrainian religion = orthodox size = 175 } farmers = { culture = ukrainian religion = orthodox size = 17700 } aristocrats = { culture = polish religion = catholic size = 3400 } clergymen = { culture = polish religion = catholic size = 1175 } artisans = { culture = polish religion = catholic size = 5750 } soldiers = { culture = polish religion = catholic size = 1150 } farmers = { culture = polish religion = catholic size = 113525 } clergymen = { culture = ashkenazi religion = jewish size = 125 } artisans = { culture = ashkenazi religion = jewish size = 4550 } soldiers = { culture = ashkenazi religion = jewish size = 100 } farmers = { culture = ashkenazi religion = jewish size = 8225 } clergymen = { culture = south_german religion = catholic size = 50 } artisans = { culture = south_german religion = catholic size = 100 } soldiers = { culture = south_german religion = catholic size = 25 } farmers = { culture = south_german religion = catholic size = 1825 } }
Kalelovil and stiv, for some corrections
Sakura, for EU3 guide which this guide is based on
Clausewitz, for his positions editor
That's all I think. Please tell me if I made an error somewhere or if I forgot about something.





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