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1. CRASH-CAUSING ERRORS
I have listed a number of common errors that cause crashes during setup (S), loading (L) or gameplay (G).

1.1. COMMON
on_actions.txt
- You've removed the events referred to in this file (G)

1.2. DECISIONS
No crash-causing errors listed yet.

1.3. EVENTS
Triggers
- You've used location = { }

Description
- You've made a too long description (L) [not sure of what the maximum number of symbols is]

Effects
- You've referred to a title the game doesn't recognize as an office in assign_office = x (G)

1.4. GFX
No crash-causing errors listed yet.

1.5. HISTORY
Characters
- You've referred to a birth province that doesn't exist (crashes at Loading Flags)

Provinces
- You've used trade_goods under <year> = { x } (it only works in the first lines)

Wars
- You've used a tag that belongs to a country that doesn't have any history file (freezes at Adapting history)

1.6. INTERFACE
- You've used a font that doesn't exist (L)

1.7. LOCALISATION
Cultures
- You've forgotten to add some of the things associated cultures

modifiers.txt
- You've added a country or province modifier without writing a description (G)

1.8. MAP
regions.txt
- You've forgotten to add assign every province to a region (crashes when you select a province)

provinces.bmp
- You've made a province greater than 100×100 or 200×50 px (S)
- You've saved it in 16 or 32 bits (should be 24)

positions.txt
- You've placed objects in an area covered by PTI in provinces.bmp (S)

1.9. MISSIONS
No crash-causing errors listed yet.
 
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2. TRIGGERS
For this list, I have just copied the content of Johan's Modding Manual and New triggers and effects for 1.3. The original, stickied versions are just a few clicks away, but I thought it would be nice to have them sorted here alphabetically. I will also have the opportunity to explain further how the triggers below work. Some triggers are written as trigger = x, which means that any value or name can be written after the equal sign. Others are written as trigger = yes/no, and these ones may obviously only be followed by yes or no.
Switches make it possible to search for triggers within a different scope. For example, a country event could be triggered when a certain civilisation level is reached in the capital province. The any_province switch would then be used to switch to the province scope:
Code:
any_province = {
  is_capital = yes
  civilization_value = 75
}

Switches can also be used in effects, but sometimes you have to use different switches for the same thing. An event, for example, does not work with any_province = { x } under effect. Instead, you have to use random_owned = { limit = { x } x }. As far as I know, all switches have to be converted from the any to the random form if they're used in effects.

GENERAL TRIGGERS
Triggers
Code:
check_variable = x
difficulty = x
exists = x
is_religion_enabled = yes/no
month = x
year = x
GENERAL SWITCHES
Code:
<tag> = {}
from = {}
this = {}
<provincenum> = {}

COUNTRY TRIGGERS
Code:
<trade_goods_name> = x
<building_name> = x
<tech_name> = x
ai = yes/no
army_size_percentage = x
badboy = x
blockade = x
can_recruit_mercenaries = yes/no
casus_belli = x
cavalry = x
culture_group = x
free_ideas = x
government = x
has_civil_war = yes/no
has_country_flag = x
has_country_modifier = x
has_omen = yes/no
has_unassigned_unit = yes/no Comes in 1.2
idea = x
invention = x
is_civil_war_faction = yes/no
is_omen_failure = yes/no
land_maintenance = x
manpower = x
manpower_percentage = x
max_manpower = x
mercenary_fraction = x
monthly_income = x
naval_maintenance = x
navy_size_percentage = x
neighbour = x
num_of_allies = x
num_of_cities = x
num_of_ports = x
num_of_religion = y
num_of_revolts = x
num_of_vassals = x
omen = x
primary_culture = x
pure_revolt_risk = x
relation = { who = x value = y }
religion = x
religion_group = x
religion_power = x
revolt_percentage = x
revolt_risk = x
tag = x
technology_group = x
total_ideas = x
treasury = x
unemployed = x
war = yes/no
war_exhaustion = x
war_with = x

COUNTRY TRIGGER SWITCHES
Code:
ally = {}
any_character = {}
any_province = {}
any_sea_province = {}
any_garrisoned_province = {}
any_neighbor_country = {}
capital_scope = {}
civil_war_faction = {}
ruler = {}

PROVINCE TRIGGERS
Code:
barbarian_power = x
can_build = x
citizens = x
civilization_value = x
continent = x
controlled_by = x
culture_group = x
freedmen = x
has_building = x
has_empty_adjacent_province = yes/no
has_governor = yes/no
has_province_flag = x
has_province_modifier = x
has_siege = yes/no
infantry_in_province = x
is_capital = yes/no
is_core = yes/no
is_land = yes/no
is_state_religion = yes/no
last_control_change = x (days)
owned_by = x
population = x
port = yes/no
province_id = x
religion = x
religion_group = x
slaves = x
trade_goods = x
units_in_province = x

PROVINCE TRIGGER SWITCHES
Code:
any_neighbor_province = {}
any_empty_neighbor_province = {}
any_trade_route = {}
controller = {}
owner = {}
governor_scope = {}
sea_zone = {}

CHARACTER TRIGGERS
Code:
age = x
at_location = x Comes in 1.2
can_get_friends = yes/no
can_get_rivals = yes/no
character_culture = x
character_religion = x
charisma = x
corruption = x
family = x
family_prestige = x
fertility = x
finesse = x
from_ruler_family = yes/no
has_character_flag = x
has_job = yes/no
has_more_prestige_than_ruler = yes/no
has_more_wealth_than_ruler = yes/no
has_office = yes/no
health = x
in_command = yes/no
is_envoy = yes/no
is_female = yes/no
is_friend = x
is_governor = yes/no
is_married = yes/no
is_rival = x
is_ruler = yes/no
loyalty = x
military = x
num_of_children = x
num_of_friends = x
num_of_loyal_cohorts = x
num_of_loyal_merc_cohorts = x
num_of_rivals = x
num_of_traits = x
popularity = x
prisoner = yes/no
religion = x
religion_group = x
sibling = x
traits = x
wealth = x

CHARACTER TRIGGER SWITCHES
Code:
any_child = {}
any_friend = {}
any_rival = {}
any_sibling = {}
country = {}
employer = {}
location = {}
spouse = {}
 
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3. EFFECTS
Using adonys' list of EUR scripting language and Johan's New triggers and effects for 1.3, I have compiled a list of effects available for events, decisions, modifiers, ideas etc. I have also added a couple of effects that are not included in adonys' list.
I have grouped the effects below according to their type.

Code:
EFFECT TYPE                            USE
[[B][COLOR="Red"]I[/COLOR][/B]] Immediate                          Decisions, events, titles
[[COLOR="Lime"][B]C[/B][/COLOR]] Constant                           Modifiers, titles, buildings, laws,
                                       discoveries, trade goods

OUTPUT TYPE                            EXAMPLE
[[COLOR="Yellow"][B]V[/B][/COLOR]] Value                              0.31, -3
[[COLOR="Blue"][B]N[/B][/COLOR]] Name                               lack_of_equipment, BAR
[[COLOR="Black"][B]Y[/B][/COLOR]] Yes or no                          yes

COUNTRY
Code:
[b][[COLOR="Red"]I[/COLOR][COLOR="Black"]Y[/COLOR]][/b] add_casus_belli
[b][[COLOR="Red"]I[/COLOR][COLOR="Blue"]N[/COLOR]][/b] add_country_modifier
[b][[COLOR="Red"]I[/COLOR][COLOR="Blue"]N[/COLOR]][/b] add_idea
[b][[COLOR="Red"]I[/COLOR][COLOR="Blue"]N[/COLOR]][/b] alliance_with
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] archers_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] archers_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] archers_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] archers_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] archers_offensive
[b][[COLOR="Red"]I[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] badboy
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] battle_event_chance
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] blockade_efficiency
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] build_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="Yellow"]V[/COLOR]][/b] build_time
[b][[COLOR="Lime"]C[/COLOR][COLOR="Black"]Y[/COLOR]][/b] can_recruit_mercenaries
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] casus_belli
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] cavalry_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] cavalry_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] cavalry_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] cavalry_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] cavalry_offensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] badboy_limit
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_tag
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_unit_allegiance
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_variable
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] civic_party
[b][[COLOR="Red"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] civic_tech
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] civic_tech_cost_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] civic_tech_investment
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] civilization_spread
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] clr_country_flag
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] construction_tech
[b][[COLOR="Lime"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] construction_tech_cost_modifier
[b][[COLOR="Lime"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] construction_tech_investment
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] culture_group
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] economical_ideas
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] election_delay
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] experience_decay
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] civic_ideas
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] freedmen_to_citizen
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_manpower
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_manpower_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_population_growth
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_regiment_recruit_speed
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_religious_prestige
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_revolt_risk
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_ship_recruit_speed
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_start_experience
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_tax_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] global_trade_routes
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] diplomatic_missions
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] government
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] heavy_infantry_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] heavy_infantry_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] heavy_infantry_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] heavy_infantry_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] heavy_infantry_offensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] horse_archers_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] horse_archers_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] horse_archers_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] horse_archers_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] horse_archers_offensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] free_ideas
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] inherit
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] invention
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] land_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] land_organisation
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] land_tech
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] land_tech_cost_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] land_tech_investment
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] intrigue_missions
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] lose_invention
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] maintenance_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] land_maintenance
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] manpower
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] max_manpower
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] max_rivals
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] max_war_exhaustion
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] loyalty_gain_chance
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] mercantile_party
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] military_party
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] militia_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] militia_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] militia_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] militia_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] militia_offensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_income
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] military_ideas
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] max_friends
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] naval_maintenance
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] naval_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] naval_organisation
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] naval_tech
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] naval_tech_cost_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] naval_tech_investment
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] omen_bad
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] omen_failure_penalty
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] omen_good
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] pirate_spawn_chance
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] omen_chance
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] populist_party
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] pure_revolt_risk
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] regiment_reinforcement_speed
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] omen_power
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] relation
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] religion_power
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] religious_ideas
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] religious_party
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] religious_tech
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] religious_tech_cost_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] religious_tech_investment
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] primary_culture
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_building
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_country_modifier
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_idea
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] retreat_delay
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] revoke_law
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] research_points_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] seduce_cost
[b][[COLOR="Red"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] set_ruler
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] set_country_flag
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] slaves_to_freedmen
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] stability_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] stability_cost_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] ruler_popularity_gain
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] stability
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] succession
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] tag
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] technology_group
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] tribute_income_modifier
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] trireme_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] trireme_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] trireme_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] trireme_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] trireme_offensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] technology_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] set_variable
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] siege_speed
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] tyranny
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] war_exhaustion
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] war_with
[b][[COLOR="Red"]I[/COLOR][COLOR="White"]Y[/COLOR]][/b] war
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] warelephant_cost
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] warelephant_defensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] warelephant_discipline
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] warelephant_morale
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] warelephant_offensive
[b][[COLOR="Lime"]C[/COLOR][COLOR="White"]Y[/COLOR]][/b] trade_income_modifier

COUNTRY EFFECT SWITCHES
Code:
any_country (does not work in immediate = { x } )

PROVINCE EFFECTS
Code:
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] add_building
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] add_core
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] add_province_modifier
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] allow_unit_type (does not work on anything except trade goods)
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] attrition
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] barbarian_create_client
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] barbarian_power
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] barbarian_spawn_chance
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_controller
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] citizens
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] citizens_fraction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] civilization_value
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] clr_province_flag
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] create_revolt
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] culture
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] culture_group
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] disband_non_loyal_mercenaries 
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] empty
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] fort_level
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] freedmen
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] freedmen_fraction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] garrison_growth
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_defensive
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_manpower
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_manpower_modifier
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_population_growth
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_regiment_recruit_speed
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_religious_prestige
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_research_points_modifier
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_revolt_risk
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_ship_recruit_speed
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_start_experience
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_tax_modifier
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] local_trade_routes
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] max_attrition
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] mercenary_fraction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] minimum_revolt_risk
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] movement_cost
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] population
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] regional_cohorts
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] religion
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] religion_group
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_core
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_fleet
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_province_modifier
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] secede_province
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] set_province_flag
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] slaves
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] slaves_fraction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] spawn_horde
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] supply_limit
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] trade_transit_capacity
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] trade_goods (only works in history files if it's a functional map item)

PROVINCE EFFECT SWITCHES
Code:
random_owned (not random_province)

CHARACTER
Code:
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] <title> = x/full_term
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] add_friend
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] add_rival
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] add_trait
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] age
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] archers
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] assign_office
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] assign_to_unit
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] banish
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] cancel_objective
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] cavalry
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_charisma
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_finesse
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] change_martial
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] character_culture
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] character_religion
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] charisma
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] civic_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] clr_character_flag
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] completed_objective
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] corruption
[b][[COLOR="Red"]I[/COLOR][COLOR="Black"]Y[/COLOR]][/b] death
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] family
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] family_prestige
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] fertility
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] finesse
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] give_title
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] health
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] heavy_infantry
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] horse_archers
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] loyalty
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] martial
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] merc_archers
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] merc_cavalry
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] merc_heavy_infantry
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] merc_horse_archers
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] merc_militia
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] merc_warelephant
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] mercantile_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] military
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] military_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_character_loyalty
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_character_popularity
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_character_prominence
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_character_wealth
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_civic_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_mercantile_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_military_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_populist_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] monthly_religious_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] move_character
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] party
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] popularity
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] populist_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] prominence
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] religion
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] religion_group
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] religious_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_friend
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_from_unit
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_governor
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_rival
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_spouse
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_title
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] remove_trait
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] ruler_conviction
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] senate_influence
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] set_character_flag
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] set_ruler
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] sibling
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] start_civil_war
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] traits
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] warelephant
[b][[COLOR="White"]X[/COLOR][COLOR="White"]Y[/COLOR]][/b] wealth

RANDOM EFFECTS
There are two variants of random effects, random_list and random. Paradox use them frequently. As far as I know, however, there's no chance involved at all. Factors above 50% usually trigger, factors below don't trigger at all. The random list always chooses the same option (which has been a problem in my plague events, for example).
I suggest you don't use random effects. :)
 
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4. EDITING THE MAP
In my opinion, editing the map is one of the most complicated things you can do as a modder. In theory, there shouldn't be anything to worry about. Just a couple of changes in province.bmp and you're done. The problem is that the smallest mistake can cause a crash. Anyone who has a share of bad luck (such as me) is bound to spend a lot of time banging his/her head against the wall. I hope this guide will save a few brain cells.

UNDERSTANDING POSITIONS
Map objects are located by a file called positions.txt. Their positions are given in pixels. The values on the y axis are inverted, which means that they're counted from the bottom of the map instead of the top. I'll give you a quick walk-through on how to change the position of an object.

  1. Open province.bmp and turn it upside down (to compensate for the inverted y axis)
  2. Hold the pointer over the location where you want to put your map object
  3. Note the values in the status bar
  4. Add them to the appropriate province in positions.txt (the first value after x = and the second after y = )

The province titles are trickier, due to the angle. I usually create a small rectangle and move it around the province map to see how it fits into the provinces. I rotate this rectangle separately for every province. Each time, I note the angle, which is given in degrees. The angles have to be converted to radians before they can be used in the engine. (Personally I hate radians, because you have to use so many decimals to get a 90 degree angle). This can be done in many ways, but I use the following formula:

radian = degree × 0.0174 (6,28/360)

It's very important that no objects are located in an area covered by PTI. If you put one there by mistake, the game will crash at Initialising Maplogic. You can remove the latest entries and add them one by one to find the crash-causing entry. (The engine is capable of creating positions on its own if it doesn't find any entries in positions.txt).

I recommend using MichaelM's Positions Editor for EU III.

TOPOLOGY
The height of the landscape is determined by the grey scale colour used in topology.bmp. The lighter the shade, the higher the landscape. Coasts should have an RGB value somewhere around [ 7 7 7 ], and inland provinces higher. The sea level is at [ 5 5 5 ], which means that regions with lower values will be put under water. (This is quite useful when it comes to making inland lakes.) Finally, there is also a red colour [ 255 0 0 ], which has the same effect as [ 0 0 0 ].

Note that the topology file is indexed, which means it only accepts certain colours. It's easier to work in a separate file, and copy the content to an existing topology file.

RIVERS
Rivers are added to the map via rivers.bmp. Like topology.bmp, this file is indexed, and it only recognizes six colours.

Code:
COLOUR      R    G    B          USE            
White       255  255  255        Sea
Grey        187  187  187        Land
Green         0  255    0        Start of rivers
Cyan          0  250  255        Small rivers
Blue          0    0  150        Big rivers
Red         255    0    0        Junctions

Note that the white and grey colours are only used to make it easier to draw rivers, they have no effect on how the map shows up ingame. It's very important that the other four colours are used correctly, though.

The starting point of the river is given with one pixel of green. If there's no green pixel, the river won't appear ingame. The path of the river is given as a line of cyan or blue, which has to be exactly one pixel wide at all times. Otherwise, the game crashes at Creating rivers (or just before). Finally, junctions (when one river flows into another) are given with one pixel of red.

PROVINCE TEXTURES
The terrain map is dependent on a file called colormap_hires.bmp (in map/terrain) as well as the associated colormap.txt and colormap_time. In theory, changing the terrain map should also change province textures. The engine can't create province textures from a mod directory, however, which means you have to use the normal folders. This is how Modestus put it:

Step 1 Create your mod folder like in EU3 with your changed files then leave this alone for a while.

Step 2 Back to your vanilla folders and rename vanilla cache and colourmap_time so the game will create new ones.

Step 3 Create a new blank cache\ province_textures folders

Step 4 Replace the vanilla colour_hires.bmp and topology.bmp with your new files. (of course make backups first)

Step 5 Run game from default

The game should now create a new cache folder and colourmap_time

Step 6 Transfer this new cache and colourmap_ time to your mod folder but importantly also transfer an unchanged copy of your colourmap.txt file.

Step 7 Return everything to normal in your vanilla folders.

COMMON MISTAKES
- You use anti-aliasing with your marking tool when editing borders
- You position map objects in the PTI

Finally, you should read Sakura's guide for more information. It's made for EU III, but the map files of that game work the same way as EUR.
 
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