• 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.

Tayran

Colonel
38 Badges
Jan 3, 2001
895
18
Visit site
  • Darkest Hour
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron III
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Empire of Sin
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
Ive been trying to add production of resources to specific provinces. The only command I found suitable was this one:
Code:
command = { type = add_prov_resource which = 121 value = 6 where = energy }
But it only increases the efficiency, in percent. Is there some way to just add, say 4 in metal production to a province?
 

unmerged(58571)

Field Marshal
Jul 1, 2006
6.288
0
The displayed message is incorrect; the command works the way you wish.
 

Tayran

Colonel
38 Badges
Jan 3, 2001
895
18
Visit site
  • Darkest Hour
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron III
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Empire of Sin
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
Wobbler said:
The displayed message is incorrect; the command works the way you wish.

Allright, thanks.

Also, one more thing. Ive been trying out the wake_team command. To add a nuclear scientist to sweden, via event.
It didnt seem to work when I added the requested scientists ID into it.
The event worked, but it didnt have any effect.
What is the proper way to do it? Must I add the team into the swedish tech team file before?
 

unmerged(58571)

Field Marshal
Jul 1, 2006
6.288
0
Tayran said:
Must I add the team into the swedish tech team file before?
I would think so. The USA has a dormant naval yard you could look to for the correct syntax.
 

HistoryMan

Colonel
14 Badges
Jun 1, 2004
1.066
0
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • East India Company Collection
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Majesty 2
  • Victoria: Revolutions
  • Semper Fi
  • 500k Club
  • Rise of Prussia
  • Mount & Blade: Warband
  • Achtung Panzer
You must have the tech team set up in the tech teams file first - just give it a start date of 1970, say, to prevent it showing up normally. What the "wake_team" command does is actually set the start date for the team to the year before the current year (IIRC - so if you are in 1937, it sets the start year to 1936, say) - this then allows the tech team to be used from that moment onwards. But you can't activate a team if it wasn't already defined.

Tim
 

Tayran

Colonel
38 Badges
Jan 3, 2001
895
18
Visit site
  • Darkest Hour
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron III
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Empire of Sin
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
HistoryMan said:
You must have the tech team set up in the tech teams file first - just give it a start date of 1970, say, to prevent it showing up normally. What the "wake_team" command does is actually set the start date for the team to the year before the current year (IIRC - so if you are in 1937, it sets the start year to 1936, say) - this then allows the tech team to be used from that moment onwards. But you can't activate a team if it wasn't already defined.

Tim

Yes, that worked out allright, thanks man!