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MichaelM

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Jun 30, 2004
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What’s new in the June 2023 beta

In the last beta patch, we focused on adding new features. This one is more about polishing those features and improving the player experience.

Engine Changes

First off, province buildings no longer give you nothing but a mysterious “increases your tax income” text. Instead, the building confirmation screen now shows exactly what the effects will be.

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This is not simply a list of what effects the building is defined with. The game actually simulates that building and reports what the income effects will be. This means that, for instance, building a manufactory might increase your tax income because the revolt risk is decreased, and promoting a bailiff might decrease your tax income because the revolt risk is increased.

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This information is useful enough that we didn’t leave it tucked away in the confirmation screen. It’s also available from the buildings notifier:

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You’ll note that we don’t show effects from governors. This is because governors all have exactly the same effects regardless of the size or wealth of the province, so it would just clutter up the notifier.

The AI also has been upgraded to make use of the new simulation system, so it will not be spamming bailiffs to quite the same extent. And it will be more strategic with its courthouse developments.

Next, rebel popups have been improved and reworded to explain what rebel faction has spawned and what their aims are.

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Not a good day for the British Empire

And pirate raiders are a new rebel type, which can sometimes appear naturally in port provinces, but will usually spawn by random events:
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We have added a number of new pirate raider factions in this beta, including Barbary Pirates, Indonesian Pirates, Somali Pirates, Victual Brothers, Wokou Raiders, and Caribbean Buccaneers.
Pirate raiders are a nuisance and can be strong fighters, but they’re not going to defect to another country or declare independence.

On a related note, nationalist rebels have been tweaked to only appear in non-core provinces. We also fixed several bugs with the new rebel system, thanks to our great community on the forums and on Discord.

We also have the usual crop of new modding features. This time we have a new trigger “no_dynastic = yes/no” which allows targeting countries that are or aren’t marked as no_dynastic in religions_special.txt. We used this trigger in many existing random events, which means you’ll no longer get “Noble Families Feud” when you’re playing the Papal States or the Knights of St. John.

We’ve also added two new random targets for event commands: -11 or “random_same_religion”, and -12 or “random_same_religious_group”. These targets only work on countries. They also override the built-in geographic limitation in some commands: for example, “command = { type = dynastic which = -1 }” only targets nearby countries, but “command = { type = dynastic which = -11 }” may target any country of the same religion anywhere in the world (as long as we have discovered their capital).

If you’re building complex event triggers, especially in random events, you might have wished there were an easy way of seeing which countries the trigger would apply to at any given time. Well, so have we. The new console cheat “triggercheck <event_id>” will highlight all such countries.

Finally, we have an oft-requested new modding feature: the ability to specify music playlists by tech group and not only by country tag. Full details are in Modding.txt in the music folder. The game also will now attempt not to play the same track twice in a row (shoutout to drbilton’s Twitch streams - go catch him next time he’s live!).

Now I’ll let mandead talk about the text files.

Database Changes

Firstly, some new geographical regions have been added to make the Geographic map mode a little less blocky and to help with fine-tuning AI exploration. Because geographic regions can be used as triggers, this also allows us to focus certain events and rebel types to specific areas of the map. A number of random events now use areas, regions and continents as triggers, and our aim is to add more of these in future; it's also a great utility for modders.

Speaking of random events, the June beta includes 40 new ones to add a bit more variety to your playthroughs. These cover a wide range of themes and regions, and work much like the old EU2 ones, so - RNG gods being in your favour (or not, depending) - you can hope to see a few of these pop up in your games. The triggers for a number of existing events have also been improved.

New historical event chains covering the sale of the Neumark (Küstrin) and the Thirteen Years' War have been added, both involving the rivalry between the Teutonic Order and Poland - something not given much emphasis before now. There are also a couple of new interesting historical events for Novgorod (and one for Sweden), giving it a bit more historical flavour and allowing it to better decide its fate. We felt that Novgorod was an interesting but much-overlooked country to play as - especially compared to Moscow - and that it deserved a bit of TLC. They now start in a somewhat stronger position and have gained both a province (from Sweden) and a port (in Arkhangelsk), as well as some tax buffs. There is also a new strait between Arkhangelsk and Obdorsk, allowing Novgorod to explore (and potentially colonize) Siberia, and they have - at long last - received a leader file, including an historical explorer.

Though there are various scenario and database changes, one worth mentioning here is the fact that Calais has undergone something of a face-lift: it is now english culture, has an increased tax base, and produces cloth instead of fish. The reasons for this are both gameplay and historical (a good combo), and in short Calais was not considered 'foreign' and was never a hotbed of rebellion, in addition to being very wealthy due to the textile trade there. This means that the province is now richer and easier for England to hold, but once it does fall (in game terms, owned by France) events will fire for England and France, changing the culture to french, reducing the tax base to what it was before, and switching the good type back to fish. These changes are already in place from the 1617 scenario onwards.

For another underplayed underdog, the Republic of Genoa has received some colonial claims and greek culture, allowing it to better hold the territory it starts with and stand a better chance at posing a serious threat to its great rival Venice. However, if after 1492 Genoa has lost all of its colonies and its Kerch CoT has moved to Istanbul, an event will fire cruelly depriving you of your claims and second culture. Venice has also had greek restored to it, providing it with a little more colonial stability.

As for France, we've toned down their early aggression somewhat and removed a few starting claims, which they will now regain once they've won the Hundred Years' War. Another factor here is the addition of occitan culture, something that's been discussed before but has finally been added for testing. The idea here is to make France somewhat less homogeneous and all-powerful without resorting to artificial nerfs; occitan culture allows us to achieve this by accurately reflecting the fact that even during this era, the Crown's control over the south of France was never as secure as it was in the north, and indeed a separate 'culture' existed there. This also allows for the possibility of occitan cultural rebels, and means that states like Auvergne and Navarra can have occitan culture but not french.

Finally, the Age of Timur scenario (1399) has received some balance tweaks and the addition of around 20 new events for a variety of countries, helping to provide some more historical content for the first twenty years of the game.

...oh, and we've updated the AGCEEP mod once again, including the addition of the old Fantasy Granada scenario (which has been improved and expanded) and a number of community bug fix reports.


Full changelog since April's beta:

June 2023
===========================
Engine changes

- Interface:
- Add estimated income to player building notifiers (except governors which have the same effects in every province).
- Add estimated local and national effects to the player building confirmation box for all building types.
- Rebel popups now have different text per type. Each rebel type has customized text explaining what the rebels are after, and pirates also have customized text showing that the citizens are being raided and not taking up arms themselves.
- Add text describing movement attrition in attrition rollover
- Fix sign of blockade attrition in attrition rollover

- Modding:
- Add no_dynastic trigger
- Add -11/random_same_religion and -12/random_same_religious_group event command targets. Both are valid only on countries, not on provinces. Both override the geographical distance limitation that is hardcoded into country randoms for certain commands.
- Add "triggercheck <event_id>" cheat to highlight countries for which the given event's triggers would succeed.
- Add the possibility of creating music playlists for tech groups. See Music/Modding.txt for more details.
- Privateers generated by event no longer cost money.

- Other:
- Add "pirates" rebel type. Pirates will only spawn in coastal provinces with a port.
- Nationalist rebels now only spawn in non-national provinces.
- AI will now use the new building estimations in its own building calculations, especially regarding revolt risk. There should be less bailiff spamming and a few more courthouses.
- Game will now try not to play the same music track twice in a row if possible.

- Bugfixes:
- When a leader with type "privateer" becomes active, the game will no longer also spawn privateers in the same port or sea zone.
- Fix bug with controlchange/ownerchange not resetting properly when a game is exited to the menu, then a new scenario is started.
- Fix alliance chance between religious enemies to be a 15% penalty instead of 15000%.
- Fix acceptance chance display when force-annexing.
- Fix load/save of fantasy scenarios from last beta.
- Fix rebel armies occasionally being negative in last beta.
- Fix revolt "value = TAG" event command added in last beta to correctly spawn the desired rebel faction.
- Fix hang in last beta when a "revolt = no" entry in revolt.txt is being considered by nationalist rebels for liberation.
- Fix crash when natives burn a colony in last beta.

Database changes

- further updates to AGCEEP 1.60 (see AGCEEP readme)
- added Korea as a new region (split off from China) in Asia
- added Joseon (localized as Korea) as a new area in Korea
- added Socotra and Somalia as new areas in East Africa
- added Canarias as a new area in West Africa
- added Dzungaria as a new area in Central Asia
- added Assam and Burma as new areas in Indochina
- added Steppe and "Russian North" as new areas in Eastern Europe
- added Hansa, Lotharingia and Switzerland as new areas in the Holy Roman Empire
- added an event sequence for the sale of Küstrin (LAT/BRA)
- added an event sequence for the Thirteen Years' War (POL/LAT)
- added a couple of events for the fall of Calais (ENG/FRA)
- added a couple of interesting historical events for NVG
- added a couple of events for if NVG/MOS capture the other's capital
- added an event for the Swedish-Novgorodian Wars (SWE)
- added an event to form Lotharingia (LTR)
- added an event to form/unify the HRE (HEI) as ARL, GER, ITA or LTR
- added a random event for Wild Jurchens raiding MCH's neighbours
- added a random event to restore PAP if Rome is owned by another Catholic country
- added about 40 new random events
- added about 20 new historical events for the Age of Timur scenario
- added four new flavour events for ENG
- added a couple of new random religious events to become Sikh or Jewish under certain conditions
- added a new random religious event for Hussite and Lollard states to become Protestant, Reformed or Catholic if they haven't converted by 1550
- added an option C to the 'Protestant influence in North America' random event to become Lollard if ENG is
- GEN now begins with claims on its historical colonies and greek as an accepted culture in 1399/1419/1453
- added an event for GEN to lose its claims & greek culture if it no longer holds at least one of its claims after 1492 and event TUR_3352 (The Economic Reforms of Mehmed II) has fired
- VEN now begins with greek as an accepted culture in all scenarios, which should better help it hold its colonies
- added formosan as a new native culture for Taiwan (689) and set its default religion to pagan
- added occitan as a new culture in the south of France in order to make FRA less homogeneous/all-powerful and allow for occitan cultural rebels
- added a new default AI file for ARG so it will try to annex minors holding its cores
- added army and navy name lists for KOR and VIN
- added a leader name list for ATL
- added some new leaders for KOR and LAT
- added a leader file for NVG
- added a new strait and GFX between Arkhangelsk-Obdorsk so NVG can explore Siberia
- added new pirate raider types: Barbary (BRR), Indonesian (INR), Buccanners (PRR), Somali (SMR), Victual Brothers (VBR) and Wokou (WKR)
- changed the default pirate raider type to use R06 tag; can now spawn anywhere so long as LAND policy is 3 or above
- added some colony name lists for DAN/NOR/SWE/FIN and NVG/RUS to avoid random names for historical colonies in Scandinavia
- changed Arkhangelsk (269) to a coastal province and added port GFX; bumped its fort and population levels in later scenarios
- buffed province income for Arkhangelsk (269) and Novgorod (274) to better represent their wealth from the fur trade
- changed Ingermanland (275) to produce iron instead of fish
- changed Calais (382) to produce cloth instead of fish; now starts as english culture and with a higher province income to reflect its textile revenues
- general province income and manpower buffs in the East Indies to better reflect the immense wealth of the region and make colonization by Europeans more desirable
- added a monarch file for KUS
- added KUS to the 1546 scenario (representing Brandenburg-Küstrin)
- slightly buffed HAB relations with German minors in 1546
- updated monarch files for LIT and NVG
- tweaked FRA starting cores/claims across all scenarios so as to better guide AI wars
- updated event FRA_3104 (The End of the Hundred Years' War) to give claims on your internal vassals
- moved some of FRA's cores over to claims in revolt.txt
- KEF and KRE can now revolt until 1821 and without a fixed religion/culture
- updated several historical pirate events with new pirate tags
- updated country colours for ANH, CIR, KUS and MEC
- updated default policy sliders for NVG so it's less of a punching bag
- updated the SWE and NVG AI files so they colonize the frozen north
- updated a number of AI and scenario files with additions to geography.txt
- updated provinces.txt with the new geographical areas
- renamed Jylland (309) to Jutland for consistency with other province names (to match what's written on the map)
- added French localization
- minor improvements to English and French localization
- general balance improvements to the 1399 scenario
- various minor scenario tweaks/fixes
- buffed ENG starting gold in 1399/1419
- bumped Calais (382) up to a small fort in 1453
- added some more paganism to northern Manchuria and Chengdu in 1399
- downgraded CAS/POR colonial cores to claims in 1399
- downgraded CAS core on Granada (444) to claim in 1399/1419/1453
- TIM now begins with a temporary casus belli on STE until Timur dies
- EPI now begins with albanian as an accepted culture in 1399
- NAV now begins with occitan as an accepted culture in all scenarios
- AUV now begins with occitan culture in all scenarios
- PRO now begins with occitan culture and italian as an accepted culture in all scenarios
- ARG now begins with maltese as an accepted culture in all scenarios
- SPA now begins with maltese as an accepted culture in 1492
- CAS now gains maltese culture with event CAS_3556 (Viva España), and will lose it if it gives independence to KNI in event SPA_3156 (The Knights of St. John of Jerusalem)
- KOR now begins with a fleet in all scenarios
- RUS now begins with a fleet in the White Sea in 1546
- general buffs (and a starting fleet) for NVG in all scenarios
- added KOR to the 1773 and 1795 scenarios as a vassal of CHI (previously they were just owned by CHI outright)
- updated some default city names in Scandinavia (thanks to DrBilton)
- updated various database and scenario files for the new cultures
- various grammar/typo fixes
- added triggers to POR_3272 (King Sebastião's Expedition to North Africa) and RUS_3411 (The Sacking of Moscow)
- added sleepleader commands to a couple of KOR events
- moved Smyrna (478) from TUR to KNI in 1399
- moved Küstrin (313) from BRA to LAT in 1419; now sold by event
- moved Artois (379) from HAU to BUR in 1419
- moved Savolaks (273) from SWE to NVG in 1399/1419/1453
- added POR claim on Tangiers (732) in 1419
- disabled the HRE provinces in all Fantasia scenarios
- changed Protestant/Reformed to Lollard in Fantasia to resolve a revoltrisk issue caused by a missing system flag
- general starting buffs to ATL in Fantasia Imperium
- added all income and manpower additions from events between scenarios (1399-1795)
- updated various random events with the new religions and 'no_dynastic' trigger
- fixed an issue with the CAS/SPA AI trying to colonize Mauritania instead of Canarias specifically
- fixed a load of countries having medieval infra/trade tech values in 1701
- fixed some CHI core weirdness in later scenarios

Enough talking - go grab it now! As usual, extract onto either a clean 1.2 installation or the previous beta.

Post feedback in this thread.
 
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First of all, thank you very much.

1. Can you name the strings you changed in the interface.csv in your latest updates? Maybe since the original 1.3 version, lol, or at least from the very latest ones.
The numbers. In the 1.3.csv you wrote "Text with minor changes is still in its original files.", so there are some minor changes.
We need to know this in order to do this with the interface.csv in our mods.
I already found "DITRUCEOTHER;§WHas a §Ytruce§W with §Y%s§W until %s.;x". Without this new line, my mod does not correctly display information about peace treaties in the diplomacy window. What else have you changed?
There is the _Changes.txt file, but it does not contain information on this topic (but it should, I think).
Comparing each line (or modifying the interface.csv from scratch again — countless changes in my mod) is a titanic task, but maybe you know the line numbers.
This is very important.

2. The FtG with your latest patches has strange CoT calculation.
You did not just fixed the bug with the farthest CoT chosing. I guess the formulas have been slightly changed. Please look at the screenshots of my mod. The province of Semen (Kush country) chose Alexandria to be its CoT, not the nearest one. Both Alexandria and the nearest CoT are in the country of Egypt. Makes little sense. If it matters, Semen has a colony, not a city. The province of Semen has an ID that lies inside the neighbouring provinces' IDs, it is not an out-of-place strange province.
On the third screenshot there is another odd chose. This time not a colony, but a colonial city. If I am not mistaken, in previous versions the game chose CoTs a little differently. But maybe it was the same, and I just got confused.
ftg1.PNG
ftg2.PNG
ftg3.PNG
 
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Regarding the COT choices, I can't tell from the borders, but is that province owned by a country that doesn't know of the other COT? If Alexandria is the capital of Egypt, then any neighboring country would know about it, but not necessarily about the Upper Nile.
 
There is the _Changes.txt file, but it does not contain information on this topic (but it should, I think).
[/SPOILER]
I should point out that file is for internal use; it was for when we needed to list strings that required a French translation - the strings would then be deleted from the file once the translated ones had been added. It was never meant to list every single changed string from the beginning of development, as that would have been a headache to maintain and actually of very little use to most people. We don't like releasing beta patches without full French loc, and so that file hasn't been used in a while.
 
Regarding the COT choices, I can't tell from the borders, but is that province owned by a country that doesn't know of the other COT? If Alexandria is the capital of Egypt, then any neighboring country would know about it, but not necessarily about the Upper Nile.
The province owner (Kush) knows about Alexandria. It knows all Aegyptus, both CoTs. Both countries (the owner of the province and the owner of both CoT's) know everything here.
 
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The province owner (Kush) knows about Alexandria. It knows all Aegyptus, both CoTs. Both countries (the owner of the province and the owner of both CoT's) know everything here.
I started a new game with Ab Urbe Condita (March release, 432 AUC scenario) and did not see this behavior in Kush. I'm not sure why it happens to you. The Chinese province in your other screenshot has three COTs with almost identical scores, so any tiny quirk of geography might favor one over another. It could depend on where the game places the centers of that province, the province south of it which goes to a different COT, and the COT provinces themselves.
 
I started a new game with Ab Urbe Condita (March release, 432 AUC scenario) and did not see this behavior in Kush. I'm not sure why it happens to you. The Chinese province in your other screenshot has three COTs with almost identical scores, so any tiny quirk of geography might favor one over another. It could depend on where the game places the centers of that province, the province south of it which goes to a different COT, and the COT provinces themselves.
1. I will upload a new version soon (within a month, I think). Perhaps some changes in the scenario/country files have led to this behaviour.
I am sorry, but I do not understand what you mean by "It could depend on where the game places the centers of that province, the province south of it which goes to a different COT, and the COT provinces themselves." Do you mean geographic centers from the province.txt (coordinates)? Gods! Do they somehow affect the CoT mechanics?

2. I have a lot of REB leaders in my mod. Now I have to transfer most of them to other files for the rebel factions.
In the original FtG with your latest patch there are still "W. van Oranje" as a leader of the REB faction (leaders_reb) in the province of Holland. Maybe he should be transferred to the leaders_NDR?

What will happen if I delete some of the main rebel types (R01, R02, R03, R04, R05, R06) in my mod? And add my custom factions but not all base types. Yes, I have seen the line "DEFAULT REBEL TYPES (do not delete!)". Or do not delete them but give R01, R02, R03, R04, R05 and R06 zero weight. Because currently I do not want these new types to be in my antiquity. Maybe later I will somehow adopt them to the epoch.

What army will the rebels have if they have artillery in their composition in the rebels.txt, but they revolt before _REB_ARTILLERYAFTER_OFFSET_ from the defines.txt?

Overall, is the base rebel type (REB) weaker or stronger than it was before the introduction of rebel factions? What was the composition of the REB army (inf/cav/art) before the introduction of rebel factions? I am asking because for now I have decided to specify the types of only a small number of revolts in the events of my mod, leaving most of them simple REB, as it was before. And I want to keep my old balance.

What will happen if I create rebels in the rebels.txt using TAG of an already existing country that is on the map in the scenarios. Will this country be able to control all the rebels who will spawn under its flag all around?

What is the weight of the REB and R01?

3. If we use the "area =", "region =" or "continent =" triggers in the "possible = {...}" block, do they work like in events? I mean do they only check in which area/region/continent the capital of the country lies? Not determine where a rebel type might spawn.
You used "OR = { region = China region = Japan region = Korea }" for Wokou. But the country can have its capital in China, but own provinces in very remote regions, so the rebel type could spawn in a very ahistorical place.

4. There is no reason to create custom cultural rebels, because we cannot determine what their culture is. It is the same with religious rebels. That is how I see it. There can be many cultures and many religions in an area. We should have an opportunity to define what culture/religion they are stick to or determine the parameters of the province in which an uprising is possible (culture, religion, is it coastal, is it capital, is it controlled, anything else). It is also frustrating when we cannot target certain provinces, but only areas, regions and continents (or country TAG).
I want to create a pirate type which should operate on the shores of the Adriatic sea. However, if I choose Italy for them, they may also appear on the Italian Tyrrhenian shore, not just on the Adriatic. This problem could be solved if it will be possible to target certain provinces (IDs or names). Or target coasts of sea regions, lol. (I have important reasons for not dividing the area of Italy into two).
I also have a dream that someday we shall have an opportunity to add certain province names or IDs to the ai files for expansion, not only areas, regions and continents.

5. In your latest updates, you added the ability to use -1 for some triggers where we could not before. Thank you. But there is still room for improvement. For example, currently we cannot use "control = { province = -2 data = -1 }" to find out if the country receiving the event controls its capital.
 
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1. I will upload a new version soon (within a month, I think). Perhaps some changes in the scenario/country files have led to this behaviour.
I am sorry, but I do not understand what you mean by "It could depend on where the game places the centers of that province, the province south of it which goes to a different COT, and the COT provinces themselves." Do you mean geographic centers from the province.txt (coordinates)? Gods! Do they somehow affect the CoT mechanics?
Yes, geographical distance is one of the primary factors.

What will happen if I delete some of the main rebel types (R01, R02, R03, R04, R05, R06) in my mod? And add my custom factions but not all base types. Yes, I have seen the line "DEFAULT REBEL TYPES (do not delete!)". Or do not delete them but give R01, R02, R03, R04, R05 and R06 zero weight. Because currently I do not want these new types to be in my antiquity. Maybe later I will somehow adopt them to the epoch.
Zero weight is fine and they won't appear. REB must always exist though.

What army will the rebels have if they have artillery in their composition in the rebels.txt, but they revolt before _REB_ARTILLERYAFTER_OFFSET_ from the defines.txt?
That define isn't currently working with the new system. I'm looking into possible changes.

Overall, is the base rebel type (REB) weaker or stronger than it was before the introduction of rebel factions? What was the composition of the REB army (inf/cav/art) before the introduction of rebel factions? I am asking because for now I have decided to specify the types of only a small number of revolts in the events of my mod, leaving most of them simple REB, as it was before. And I want to keep my old balance.
It's generally a little weaker. The base game had too strong rebels and this partly was to address that problem.

What will happen if I create rebels in the rebels.txt using TAG of an already existing country that is on the map in the scenarios. Will this country be able to control all the rebels who will spawn under its flag all around?
I'm actually very curious about this myself, now that you ask. I have not tested it.

What is the weight of the REB and R01?
Weight is 1 if not specified.

3. If we use the "area =", "region =" or "continent =" triggers in the "possible = {...}" block, do they work like in events? I mean do they only check in which area/region/continent the capital of the country lies? Not determine where a rebel type might spawn.
You used "OR = { region = China region = Japan region = Korea }" for Wokou. But the country can have its capital in China, but own provinces in very remote regions, so the rebel type could spawn in a very ahistorical place.
Correct. It's not a perfect system until province triggers exist, which they currently do not.

4. There is no reason to create custom cultural rebels, because we cannot determine what their culture is. It is the same with religious rebels. That is how I see it. There can be many cultures and many religions in an area. We should have an opportunity to define what culture/religion they are stick to or determine the parameters of the province in which an uprising is possible (culture, religion, is it coastal, is it capital, is it controlled, anything else). It is also frustrating when we cannot target certain provinces, but only areas, regions and continents (or country TAG).
I want to create a pirate type which should operate on the shores of the Adriatic sea. However, if I choose Italy for them, they may also appear on the Italian Tyrrhenian shore, not just on the Adriatic. This problem could be solved if it will be possible to target certain provinces (IDs or names). Or target coasts of sea regions, lol. (I have important reasons for not dividing the area of Italy into two).
I also have a dream that someday we shall have an opportunity to add certain province names or IDs to the ai files for expansion, not only areas, regions and continents.
Yes, it's a work in progress :D Thanks for the suggestions, these are good!

5. In your latest updates, you added the ability to use -1 for some triggers where we could not before. Thank you. But there is still room for improvement. For example, currently we cannot use "control = { province = -2 data = -1 }" to find out if the country receiving the event controls its capital.
Interesting use case. I haven't considered that possibility before. Might add that one in.
 
I am sorry, I did not notice that we can set culture and religion for rebel types. But only one per type (I tried in vain to create a rebel type with three possible cultures — "Celtiberi" for celtiberian, celtic and lusitanian provinces in Hispania).

I was surprised and disappointed that we can define only one area/region/continent per rebel type, not many as we can in the AI files ("area = {... ... ...}").

Before I realised that the "area =" in the "possible = {}" only checks where the capital is, I tried to create a rebel type for the ancient Germanic invasions:
Code:
GMA = { #Germani
    type = nationalist
    morale_base = parent
    tech_base = barbarism
    min_tech = 0
    retreat = yes
    army = {
        infantry = 95
        cavalry = 5
        artillery = 0
    }
    possible = {
              NOT = {
                    religion = germanic
                   culture = germanic
                }
              OR = {
                  region = Scandia
                  area = "Germania Inferior"
                  area = "Germania Magna"
                  AND = {
                       year = 634 #AUC
                             area = "Dacia Superior"
                             region = Gallia
                       area = "Gallia Cisalpina"
                             area = "Germania Superior"
                       area = "Hispania Tarraconensis"
                       area = Noricum
                       area = "Pannonia Inferior"
                       area = "Pannonia Superior"
                       area = Raetia
                    }
                  AND = {
                       year = 754
                       NOT = {
                               year = 1129
                         }
                             area = "Sarmatia Europaea"
                    }
                  AND = {
                       year = 989
                       NOT = {
                               year = 1129
                         }
                             area = "Dacia Inferior"
                    }
                  AND = {
                       year = 989
                             region = Moesia
                             region = Thracia
                    }
                  AND = {
                       year = 1009
                             area = AsiaA
                             area = "Bithynia et Pontus"
                             area = Cappadocia
                             area = Cyprus
                    }
                  AND = {
                       year = 1020
                             area = Makedonia
                    }
                  AND = {
                       year = 1020
                       NOT = {
                               year = 1156
                         }
                             area = Achaia
                    }
                  AND = {
                       year = 1153
                             region = Hispania
                             region = Italia
                    }
                  AND = {
                       year = 1182
                             region = Insulae
                             area = "Africa Proconsularis"
                       area = Numidia
                             area = "Mauretania Caesariensis"
                             area = "Mauretania Tingitana"
                    }
                  AND = {
                       year = 1203
                             area = Britannia
                    }
               }
           }
    weight = 10
}
Just imagine how nice it would be if we could define areas or provinces to revolt and start/end years for each.

If I understand you correctly, I can delete all types, leaving only the REB alive.
Almost all your rebel types have triggers, event the REB one. The cultural and the colonial types do not, but they can also spawn only in specific provinces, not in any. So if there is a revolt in a province and none of your types fit, what will happen?

What was the composition of the REB army (inf/cav/art) before the introduction of rebel factions?

It will be nice if we could define in rebel types tags of countries that they should not consider as enemies. Do not attack them. Even if, on occasion, they retreated to the territory of these countries from another country. Currently even a union of monarchs does not help (still attack).

I see that we can select a flag (and it also is a shield) for rebel types in the countries.txt. However we cannot select flags with suffixies in their names. For example, engUK or fraemp or habemp in the original FtG.

"On a related note, nationalist rebels have been tweaked to only appear in non-core provinces." — this made me upset. I create different barbarian rebels and want them to be nationalist and revolt not only in non-core provinces =\ Other types are not suitable.

I see that AI countries now sometimes leave alliances for no obvious (to me) reasons. There are no wars and bad relations with their allies. Why do they do it?

Maybe you want to see it in another thread or not see it at all, but I continue "My dreams" section.

I need manpower trigger. Sometimes I even forget that we do not have such a trigger and try to use something, getting errors, lol. In a game in which we can check even number of missionaries, we cannot check such an important parameter.
Examples of using:
I have a random event series "Galatian/Arcadian/Laconian/.. youth became mercenaries" (maybe it is in Engrish, I do not know). These events take off manpower, but give some treasure and VP. I just want to check if the country actually has 1 manpower that I want to take away from it.
Code:
event = {
    id = 119504
    trigger = {
         manpower = 1
         OR = {
                         AND = {
                  exists = ASS #Assyria
                  NOT = {
                       war = { country = CIM country = ASS }
                    }
                   }
                         AND = {
                  exists = COL #Colchis
                  NOT = {
                       war = { country = CIM country = COL }
                    }
                   }
                         AND = {
                  exists = MAE #Mannaea
                  NOT = {
                       war = { country = CIM country = MAE }
                    }
                   }
                         AND = {
                  exists = TAB #Tabal
                  NOT = {
                       war = { country = CIM country = TAB }
                    }
                   }
                         AND = {
                  exists = URA #Urartu
                  NOT = {
                       war = { country = CIM country = URA }
                    }
                   }
                      }
                 atwar = no
          }
    random = yes
    country = CIM #Cimmerii
    name = "EVENTNAME119504" #Cimmerian youth became mercenaries
    desc = "EVENTHIST119504"
    #-#...
    style = "Cimmerii"
    action = {
      name = "DEAL" #Let us deal with it
        command = { type = manpower value = -1 }
        command = { type = treasury value = 5 }
        command = { type = vp value = 2 }
         }
}

One raider country can get the "Successful raid" random event through the normal random routine or by triggering by other random event, "... raid", a bad one that can fire for the neighbouring countries. For the "successful raid" I want to reward them with money and vp, but I want to link it to the current free manpower (wich can be used in this virtual raid). Not 0 (1 or bigger). If not 4 manpower — 10 treasure. If 4 — 20 treasure.
Code:
event = {
    id = 119510
    trigger = {
         manpower = 1
         OR = {
             AND = {
                  NOT = {
                       stability = -2
                    }
                  random = 40
                   }
             AND = {
                   stability = -2
                  NOT = {
                       stability = -1
                    }
                  random = 50
                   }
             AND = {
                   stability = -1
                  NOT = {
                       stability = 0
                    }
                  random = 60
                   }
             AND = {
                   stability = 0
                  NOT = {
                       stability = 1
                    }
                  random = 70
                   }
             AND = {
                   stability = 1
                  NOT = {
                       stability = 2
                    }
                  random = 80
                   }
             AND = {
                   stability = 2
                  NOT = {
                       stability = 3
                    }
                  random = 90
                   }
                         stability = 3
              }
         OR = {
             AND = {
                   countrysize = 1
                  random = 90
                   }
             AND = {
                   countrysize = 2
                  NOT = {
                       countrysize = 3
                    }
                  random = 95
                   }
                         countrysize = 3
              }
          }
    random = yes
    country = SHR #Shanrong
    name = "EVENTNAME119510" #Successful raid
    desc = "EVENTHIST119510"
    #-#...
    action = {
      name = "GREAT" #Great!
        command = { trigger = { NOT = { manpower = 4 } } type = treasury value = 10 }
        command = { trigger = { manpower = 4 } type = treasury value = 20 }
        command = { type = vp value = 1 }
           command = { type = badboy value = 1 }
             }
}

Many events that give a ready army to some country could check whether it has manpower.
...
Actually I can write hundreds of examples. This would be a very important trigger.

I just realised what kind of trigger I have been needing for years. To check if the last war had good or bad results. Whether the country win or lost the last war.

Please, do something with the "command = { type = desertion which = ... value = ... }". We currently cannot use any "minus numbers" and "where = "" to disband troops in areas/regions outside of the country receiving the event (not in ownership). Modders are currently forced to write gigantic lists of the "desertion" commands to do this.

The game stores information about countries' combat and attrition losses in save games, but, as far as I see, does not use it at all. It will be great to see some comparison tables on casualties (and something else: armies, fleets, population, treasury, manpower,.. like in Victoria) in the game. However, I understand such things may require graphical changes, so I ask only for a console command that gives a top-10 or something in this way.
I want to have an information about largest armies, navies, best tech, most manufactories, especially when all this gives vp that noone sees.
So much tables. So comparison. So good.
 
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OMG... I had bought the game when it came out new, played it for a while (I had spent hundreds of hours with EU II + the AGCEEP mod before) but was "distracted" by Darkest Hour mods back then and forgot about FtG. Today, I found FtG again, installed it and only got a black screen upon launching (on v 1.2 or so I think). "Hmm...maybe the old FtG content was archived on the Paradox forum and I might find an old abandoned thread with helpful tips?"

Imagine my surprise when I did not only find a lively forum, but actually seeing new updates coming out for FtG. This is amazing. Thanks so much for it. I know this means I'll lose hundreds of hours of life time over the next weeks but hey, it'll be totally worth it :-D

Edit: Dang, that black screen on startup problem doesn't seem to go away, not even with the latest 1.3 beta ... if somebody has a good tip, I'd appreciate!
 
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Wow! I stop looking at the forums and now find all these great features and fixes. Thank you so much for all this hard work.

This particular fix was from the Nov 2022 beta:

- The define _BUILD_SHIPYARD_MIN_TAX_ is now used correctly by the game engine. Previously it was used in some places but not all.

Does this mean missions to build shipyards will no longer choose provinces that don't have the required base tax?
 
Wow! I stop looking at the forums and now find all these great features and fixes. Thank you so much for all this hard work.

This particular fix was from the Nov 2022 beta:



Does this mean missions to build shipyards will no longer choose provinces that don't have the required base tax?
Yes. That brings up a question: Do you routinely play with missions? I've been thinking of removing the missions UI and reusing the space for a new system, and so far I haven't found many people who would object.
 
And I don't think this is on any wishlist, but I've just noticed this particular pet peeve again: country names that are so long that the list of saved games doesn't display notes you included in the save name. For example, I use save names like:

Ottoman Empire_01011500 Wallachia unvassals

I had gone through the list of countries and removed the word "Empire" from country names so that I could see the useful part of the name, so it hadn't been on my mind until I added the new betas and didn't edit the names again. I can think of three fixes, but I don't know if any of them are easy enough to do to make it worthwhile:

1 - Make the dialog box dislaying the saved games wider, either dynamically or staticly
2 - Add an option for truncating the country name
3 - Add an option to use the 3-letter country tag instead of the full name in saves
 
Yes. That brings up a question: Do you routinely play with missions? I've been thinking of removing the missions UI and reusing the space for a new system, and so far I haven't found many people who would object.

I use them just for flavor, really, and wouldn't mind replacing them with something more interesting.
 
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I second @fixmypcmike. Always found the missions system somewhat dull. So a thumbs up from me for reworking it!
 
Given the new revolt types, I know there's a command religiousrevolt which will only trigger a revolt if the targeted province does not have the state religion. Is there a similar command to trigger a cultural revolt only if the province culture is not an accepted culture?
 
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Given the new revolt types, I know there's a command religiousrevolt which will only trigger a revolt if the targeted province does not have the state religion. Is there a similar command to trigger a cultural revolt only if the province culture is not an accepted culture?
Yes! You can use "which = -1 value = TAG" in a revolt command to specify the tag of a rebel faction, and only provinces which are valid spawn locations for that faction will be chosen. So if the tag is a cultural rebel faction, then only non-accepted cultures are valid. Or if the tag is a pirate raider faction, only coastal provinces are valid, etc.
 
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Yes! You can use "which = -1 value = TAG" in a revolt command to specify the tag of a rebel faction, and only provinces which are valid spawn locations for that faction will be chosen. So if the tag is a cultural rebel faction, then only non-accepted cultures are valid. Or if the tag is a pirate raider faction, only coastal provinces are valid, etc.
Oh, very nice!
 
Hmm, not working as I had hoped. Instead of using "which = -1" I'm targeting specific provinces (the sothern Iberian provinces which were recently Muslim and had sizable Muslin populations), and in that case both the religious and cultural revolts happen regardless. Looks like I need to manually check the current religion and culture.
 
Is it some potential possibility to add "transfer province" diplomatic function in game at some point in the future? It would be such a game saviour for many campaigns.

Also renaming cities in game would be very useful too (especially in colonies).