• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #60 - Modding

16_9.jpg

Hi folks! I'm Mike, one of the Game Designers who specializes in content for V3, and today we're going to talk about the delights of modding.

Modding is a whole world of things in Paradox games. Some mods are total overhauls, some are just simple little tweaks. I've seen sweet little mods that just add a person's pet as a graphic, or even one that I spotted on Hearts of Iron's workshop page as I wrote this that added in a dearly-departed office cat as a replacement for Joseph Stalin. There's all sorts of mods out there! And, hopefully, by the time you've finished reading this dev diary, you'll know how to create the start of your own mod for Victoria 3, too.

Starting with the launcher

First thing's first: the way the innards of Victoria 3 operate is similar, but not exactly the same as, Crusader Kings 3 and Imperator, since they're all derived from the Jomini engine we also use. If you know how those games tick scripting-wise, you're 90% of the way to knowing how to make a V3 mod. If not, I will happily let Crusader Kings 3 explain a bit about how scripting in Jomini works.

If that stuff still leaves you a little baffled, don't worry about it! We're gonna walk through the basics of making a whole mod, from the first point of creation to actually running the darn thing.

So! Let's start from the top. When you fire up Victoria 3, you'll be greeted by the game's launcher. If you look in the upper-left of the launcher, you'll see four little options: Home, DLC, Mods, and Game settings. Click the Mods one. Go on. You know you want to.

DD60_1.jpg

From the Mods menu, you'll be greeted with three buttons. If you click "Mod tools" in the middle, you'll be greeted with a prompt to create a new mod if you haven't got any yet, otherwise you'll have to find the button on the menu and click it to bring up the Create new mod prompt.

Let's make something simple, shall we? How's about we make a country out of Ohio. Yeah, let's just make one country and make it show up in-game, that'll be a good test of all this stuff.

DD60_2.jpg

Slam that create button, and the launcher will create a new directory in your mod folder wherever your savegames and such are stored. In my case, and in most of your cases, that'll be in some place like

DD60_3.jpg

Found the directory? Good. Inside that directly, you're gonna find a folder named ".metadata", with a single file inside that, called "metadata.json". That folder and file is where all the data is stored that the launcher reads when checking out the mod, including the mod's name, version number if you wanna be fancy, and so forth. If you want to tinker with that stuff later, go on ahead, but we're not gonna touch it for this. Go back to the main directory, so that you're looking at "[...]\Paradox Interactive\Victoria 3\mod\It's Ohio!"

Mucking with files

Let's start defining Ohio. The key thing with how to set up a mod is that you have to essentially copy the paths used in the main game, so the game reads everything right. In V3, country definitions are stored at "Victoria 3\game\common\country_definitions", so in our "It's Ohio!" directory we're going to make a "common" folder, and then a "country_definitions" folder within that. This mimics the path of the base game (that "Victoria 3\game" bit), so when the game reads this mod and tries to figure out how it interacts with the base game, it doesn't scream and die.

Inside our mod's "common\country_definitions" folder, we're going to make a little file I've arbitrarily called "ohio.txt". Open it up, and we'll paste text like this bad boy into it:

DD60_4.jpg

Wow! We've defined Ohio. Now let's tinker with history files so Ohio appears in-game.

Country control of a state is defined in a couple history files, found in the following directories:
  • common\history\buildings
  • common\history\pops
  • common\history\states

All three of these will need the base game files copied over- we sadly can't just add a new entry in a new file, because we also need to remove/replace the USA-related data in these as well. Make sure you duplicate these folder paths in the It's Ohio! mod folder, like you did with common\country_definitions.

Starting with the buildings directory, what we do is find "STATE_OHIO" among the buildings files- turns out it's in 05_north_america.txt. Copy that file and plop it into your mod's history\buildings folder, open it up there, then search for STATE_OHIO. You'll find a section that starts off with

DD60_5.jpg

and goes on from there. What's happening there is that we've declared that within the state region of Ohio (that is, "s:STATE_OHIO"), there should be a state controlled by the USA ("region_state:USA") that constitutes American Ohio. But we're making an independent Ohio, so all the data referring to American Ohio is useless and will confuse the game. All we're going to do is change that "region_state:USA={ " line to "region_state:OSU={ " so the same section now reads

DD60_6.jpg

Now, instead of telling the game that within the state region of Ohio we want to create a state controlled by the USA filled with the following buildings, we've told the game to create a state in Ohio that is just… Ohio, and that should be filled with the following buildings.

The same thing applies for common\history\pops. There's a 05_north_america.txt file we're gonna copy over, and we're going to find the STATE_OHIO entry, and change USA control to OSU.

State history is all saved in a single file, so in common\history\states\ you're just going to copy over the entire 00_states.txt file into your mod directory, and again crack open the file and search for STATE_OHIO. There, you'll find this entry:

DD60_7.jpg

A state is created out of provinces, which are all just x + whatever the hex code (a color expressed as six characters) for their province color is in the province map we used to create the whole map. In places like Ohio, there's only one state created per state region, but in places like Germany this section looks far more chaotic, as it is possible to create multiple states within a single state region. Don't think about Germany though, think about Ohio.

Hopefully you've picked up on the pattern of changes we've been doing- here again, we're just going to change that "country = c:USA" bit to "country = c:OSU", so that the whole STATE_OHIO section becomes

DD60_8.jpg

Exciting! I wonder what happens if we start up the game now?

Checking our work

DD60_9.jpg

First, we need to get the darn thing enabled in the launcher. Open up the launcher, add a new playset, and call it "ohio!" or the name of your choice.

DD60_10.jpg

The launcher's going to say that the playset looks empty, so click the "ADD MODS" button that appears, so you can add mods, and then add “It's Ohio!”

Make sure the playset is enabled, and then let's play the game and see what happens.

DD60_11.jpg

Hold on… something feels wrong here. Let's quit out of the game, right-click on Vicky 3 in Steam, open up properties, and change the launch settings by plugging in "-debug_mode".

DD60_12.jpg

This enables the error log to appear in game. Let's see what happens when we load up the game now.

DD60_13.gif

We have errors! We'll open up the error log, which can be found at "...\Paradox Interactive\Victoria 3\logs\error.log", and let's take a look at the error messages. Any time you're working on a mod, I cannot emphasize enough how useful it is to run the game with debug mode on and do your best to resolve any issues reported in the error log.

Please read the error log and fix errors reported there. I'm not even talking to just potential V3 modders now. Please, I beg you… read the error logs and fix the errors reported there.

Anyways! In our case, there's four sources to these errors:
  • By removing Ohio from the USA, we've reduced wine consumption enough that a scripted trade route that the USA starts with needs to be changed or removed. Easy enough, I'll copy the trade route history file over and remove that entry outright so I don't have to think about it anymore.
  • I didn't localize the Ohio tag (OSU)! I'll get around to localization after fixing the next two items.
  • I've completely forgotten to add country history, so Ohio's technological know-how hasn't been defined at all.
  • Starting pop prosperity, located in a separate "populations" file, hasn't been defined for Ohio.

Country histories cover technology and politics. To make this easy on myself and avoid scripting everything from scratch, I'm going to copy the country history of Ohio's natural counterpart at vanilla game start: Belgium. All I'm going to do is get to "common\history\countries\bel - belgium.txt" in the base game, copy that file over to the same path in the mod, rename it to "osu - ohio.txt", and open it up real quick. Inside, the file has a whole section enclosed within "c:BEL". That section contains several effects that set the starting laws and ruling interest groups of the country. I'm just gonna change that c:BEL there to c:OSU, so all those effects regarding politics and technology now apply to our OSU tag, then I'm gonna save the file and close out there.

The other history file I need to add is a population file. The population file contains some scripted effects which distribute health and literacy rates among a country's starting pops. We're going to find the Belgian one at "common\history\population\bel - belgium.txt". Like with the country history stuff, we're going to rename our copy to "osu - ohio.txt" (as long as it's named anything other than an existing history file, it won't accidentally overwrite anything, but keeping the same naming convention in place is useful for organization), and inside that file change the scope from c:BEL to c:OSU so the effects of the population file actually apply to Ohioans.

Speaking of "Ohioans", let's get that localization sorted. Base game localization is stored at "Victoria 3\game\localization" and further divided into the various languages the game is available in. I'm an Anglophone, so I'm going to default to English for this stuff. We're going to recreate the whole English-language localization folder path in our mod (so "It's Ohio!\localization\english"), then we're going to create our own little loc file to throw in there- let's call it ohio_l_english.yml just to stick to the theme. Now, all we need to add in that file is

DD60_14.jpg

And now our country should have a name and an adjective!

Some of you folks with modding experience may have noticed that existing localization in our games tends to have a number after the colon in these localization entries (like 'FRA:0 "France" ', for example). Those numbers are just there to help us and our translators keep track of when entries are changed and require revised translations- they have no functional purpose beyond that, and if you're just modding in one language and don't intend to translate your mod with the same tools we use, there's no need for you to include that number bit after the colon.

With those errors hopefully fixed, let's start up V3 again.

DD60_15.jpg

Ladies and gentlemen, we have Ohio. It still doesn't have a scripted flag- you can read more about how those work and are scripted here - but it's a country that functions. You could select Ohio and play as Ohio now, if you wanted, or you could elaborate further, and start writing events and journal entries. You could script up individual characters, or replace all Yankee pops in Ohio with your own bespoke Ohioan culture where everyone has names like "Bud" and "Janet". Explore the game itself, and the insides that make it all work!

In our Dev Diary next week, Paul will be talking about Data Visualization!
 
  • 108Like
  • 26Love
  • 14
  • 14
  • 6Haha
  • 1
Reactions:

Cruci

Corporal
84 Badges
Feb 19, 2018
29
87
  • Dungeonland
  • Victoria 3 Sign Up
  • Stellaris: Necroids
  • Empire of Sin - Premium Edition
  • Empire of Sin
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Europa Universalis IV
  • Impire
  • Europa Universalis III: Collection
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Pillars of Eternity
  • Magicka 2
  • Tyranny: Gold Edition
  • Tyranny - Bastards Wound
The DD seems to imply that, unlike with CK3, it's impossible to overwrite single entries without overwriting entire files. If so, I'm super disappointed with this apparent downgrade. That was an extremely useful tool for mod compatibility. Is it just not possible to add any states without overwriting the entire 00_states.txt file?
 
  • 4
  • 2
Reactions:

mrtats

Corporal
63 Badges
Jun 1, 2014
40
52
  • Stellaris: Megacorp
  • Crusader Kings II
  • Magicka 2: Ice, Death and Fury
  • Magicka 2
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • For The Glory
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
The DD seems to imply that, unlike with CK3, it's impossible to overwrite single entries without overwriting entire files. If so, I'm super disappointed with this apparent downgrade. That was an extremely useful tool for mod compatibility. Is it just not possible to add any states without overwriting the entire 00_states.txt file?
There are also files in CK3 that requires you to overwrite them. Only some of the files support single entries.
 
  • 2
Reactions:

Spazcat91

Major
72 Badges
Dec 4, 2012
576
556
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Divine Wind
  • Europa Universalis III Complete
  • Heir to the Throne
  • Crusader Kings II
  • Stellaris: Megacorp
  • Crusader Kings II: Conclave
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • Stellaris
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Stellaris: Necroids
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: El Dorado
It sounds great! Happy this game looks modder friendly!

Quick question though, can you mod country specific laws?

Like let's say you have X nation which is matriarchal while everyone else is patriarchal. Can X nation have laws that fight for men's rights while everyone else has the vanilla laws that fight for women's rights?
 
  • 1Like
Reactions:

Blackthorn23

Sergeant
12 Badges
Nov 10, 2020
83
223
  • Stellaris
  • Victoria 3 Sign Up
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
I'm glad to see that Vic 3 will continue PDXs commitment to modding, but as a University of Michigan grad, this example mod is so cursed. :p
 
  • 1Haha
  • 1Like
Reactions:

demanvanwezel

General
88 Badges
Mar 27, 2009
2.419
4.641
  • Europa Universalis IV: Pre-order
  • Impire
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Charlemagne
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Darkest Hour
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Stellaris - Path to Destruction bundle
  • For the Motherland
  • Hearts of Iron III
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV
  • 500k Club
my first mod will be changing laborers to labourers, afterwards we'll see
 
  • 7Haha
  • 1Love
  • 1
Reactions:

letMeIn01

Private
53 Badges
Feb 16, 2015
15
41
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Do you think it is possible to make a pollution mod, where combustion using production methods create global pollution (that accumulates and is not a "capacity") which lowers food production?

It's a mod I have been dying to make, and if it is impossible I would rather find out now.
 
  • 2Like
Reactions:

adil3tr

Commissar
53 Badges
Aug 4, 2011
621
693
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Tyranny: Archon Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Battle for Bosporus
  • Victoria 3 Sign Up
  • Tyranny: Gold Edition
  • Europa Universalis IV
  • Supreme Ruler: Cold War
  • Teleglitch: Die More Edition
  • Victoria 2
  • War of the Roses
  • Cities: Skylines
  • Mount & Blade: With Fire and Sword
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Tyranny: Archon Edition
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
Please tell me the launcher will be better than the Hoi4 one. That's bloated, buggy, and never seems to work right. The early Hoi4 launcher was chunky but worked a lot better. Clearing my cache doesn't even work. Can there at least be an ini file as a backup?
 

Ekcrbe

Captain
42 Badges
Jun 23, 2020
335
1.118
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines Industries
  • Cities: Skylines
  • Cities: Skylines - Mass Transit
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Cadet
  • Victoria 2: Heart of Darkness
  • Imperator: Rome
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Victoria 2
  • Victoria 2: A House Divided
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
Ok, I'll be the idiot who has the guts to ask. Which one of these values is the joke? You don't have to explain the actual reference if it's too blue.
The tag OSU stands for Ohio State University. That exact shade of scarlet (206 15 61) is the one of the school's official colors. Brutus is the school's mascot, a man with a very large nut for a head. Many large universities in the US, but OSU in particular, have a number of longstanding and passionate rivalries with nearby schools. Between OSU and the University of Michigan (of which I'm a fan) in particular, their rivalry often spills over into jokingly denigrating the entire state of Michigan or Ohio respectively, so I needed to let @Ofaloaf know I caught them trying to sneak in some subtle OSU propaganda by representing the university as the entirety of the state principality of Ohio.
 
  • 3
  • 1
Reactions:

Shadow86

Lord General
134 Badges
Feb 10, 2006
1.281
722
  • 500k Club
  • Rome Gold
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings Complete
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Golden Century
  • Europa Universalis 4: Emperor
  • Sengoku
  • March of the Eagles
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 3 Sign Up
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Nemesis
Fantastic!

I've modded in nations in Victoria II, EU4 and even HoI4.

Going for the hard mode, how accessible is map modding compared to previous PDX games? Will we still have to tinker with political province maps and geographical/topographical maps? And normal maps too? Is there any kind of streamlining and/or user-friendliness in this regard?
 
  • 1Like
Reactions:

PDJR_Alastorn

Game Designer
7 Badges
Feb 26, 2019
158
6.436
Do you think it is possible to make a pollution mod, where combustion using production methods create global pollution (that accumulates and is not a "capacity") which lowers food production?

It's a mod I have been dying to make, and if it is impossible I would rather find out now.
There is likely a few backend systems you will find that will help you do such that with buildings and product methods. The difficulty I can think of is going to be how to create a global statistic that applies the modifier. Theoretically doable.
 
  • 9
  • 2Love
  • 1
Reactions:

Ivashanko

Field Marshal
51 Badges
Dec 6, 2010
3.165
3.498
  • Crusader Kings II
  • Sengoku
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Prison Architect
  • Europa Universalis III Complete
  • Rome Gold
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny - Tales from the Tiers
  • Age of Wonders III
  • Crusader Kings II: Holy Fury
  • Europa Universalis III Complete
  • Europa Universalis IV
  • A Game of Dwarves
  • Hearts of Iron III Collection
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • Cities: Skylines
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Semper Fi
  • For the Motherland
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • King Arthur II
  • Hearts of Iron III: Their Finest Hour
1) I reckon the most you could do is assign taboos and obsessions to culture at game start, and amplity the consumption effects so that a culture with the X taboo will not touch that good _at all_. That's the immediate hacky solution that comes to mind, but I don't think even that would fully go for what you're after.

2) Pop _types_ can be specified for production methods, but not pop _cultures_, no.

That's a shame! I hope this is changed via patch, because a lot of fantasy mods really need these sorts of functions.
 
  • 1
  • 1Like
Reactions:

ToraktheNord

Second Lieutenant
40 Badges
Aug 15, 2015
186
676
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Victoria 3 Sign Up
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2: A House Divided
  • Victoria 2
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Victoria: Revolutions
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Would love to know if there are any changes to mapmode modding. Probably one of the last "big" parts of the game that are not nearly as moddable as the rest.
 
  • 1Like
  • 1
Reactions:

Haltin

Second Lieutenant
55 Badges
Mar 26, 2016
196
572
  • Europa Universalis III
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Heir to the Throne
  • Stellaris: Megacorp
  • Surviving Mars
  • Victoria 3 Sign Up
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Prison Architect
  • Stellaris: Lithoids
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Is it possible to interface with the military system? For example, would it be possible to make a "Paper Tiger" mod in which the player will lose every battle with zero casualties to the opposite side no matter the odds, but the AI doesn't know this, thus allowing and forcing the player to rely on sheer bluff in Diplomatic Plays and never let them proceed to actual warfare (or let your allies do the fighting, unless of course they're similarly cursed...)?
 
  • 1Like
Reactions:

Simon_the_digger

Sergeant
67 Badges
Aug 10, 2016
63
226
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Lithoids
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV
  • Battle for Bosporus
  • Europa Universalis IV: Cossacks
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Victoria 2
  • Cities: Skylines
  • Stellaris: Federations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Republic
1) I reckon the most you could do is assign taboos and obsessions to culture at game start, and amplity the consumption effects so that a culture with the X taboo will not touch that good _at all_. That's the immediate hacky solution that comes to mind, but I don't think even that would fully go for what you're after.

2) Pop _types_ can be specified for production methods, but not pop _cultures_, no.

3) It's possible to script techs that only appear in the game for certain countries at least, yeah. There's a unique silkworking tech in V3 which isn't available for all countries, as a vanilla example.


There is a map editor in-game (you can run "map_editor" in the console to open it), and it has functionality for painting new provinces and for assigning them to different states. It doesn't have any history manipulation, though- you'll have to crack open the modded map files after you've used the tool in-game to get the new province assignments for each state region and then go to "common\history\states" and plug in the new values where needed.
Regarding different cultures/races having different needs (like the example of a race that eats iron), how much would it break the game to do the following:

Create a new SoL range for pops ranging from 101-200. This SoL range is basically inaccessible by normal pops (or can be made inaccessible by making the needs of SoL 100 ridiculous).

However, SoL 101 actually has very very low needs upkeep, and causes pops to have negative growth (much like SoL 1), and has the "metal food" need. SoL 102-200 likewise mimic the income level of SoL 2-100, but with certain needs swapped out. SoL 101 should maybe have 0 needs to make it impossible for someone to fall from wealth 101 to 100 (and thus become a very wealthy grain-eater). The iron-eater race starts on this new, higher range with the updated needs. Normal pops can't go up to 101, and iron-eater pops can't drop to 100. So everyone stays in their appropriate needs-spectrum.

Your nation would have ridiculously high SoL, it's true, but the needs and incomes would all behave as intended.

How badly would this break the game? What would the political ramifications of this be? Can you mod the SoL levels to mitigate the non-economic consequences?
 
  • 2Like
Reactions:

crowdemon

Lt. General
47 Badges
May 13, 2013
1.326
1.222
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings III
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cossacks
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Call to arms event
Good to know. Thanks for the development diary.
 
  • 1Like
Reactions: