• 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.

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
idontlikeforms said:
I know roughly what most of them do. But I don't know the PRECISE effect of all of them and we will need to if we are gonna make new provinces.
Apart from the ones shown at Havard's editing empire we have the following columns:

Climate - Values between 0 and 8. For more info see post #20 or this thread.
Uprgadable - Most provinces seem to have value 0 here. There are 138 provinces with value 1. No obviously discernable pattern apart from that they are all land provinces.
Difficulty for Colonization - Values between 0 and 9, modifies the chance for settlers to make a colony (not TP). Also lowers the cost.
Native Combat Strength - Value between 0 and 400, max number of native warriors x 100
Ferocity - Values between 0 and 5, chance that natives attack when you send new colonists?
Efficiency of Natives in combat - Values between 0 and 2, how quickly native warriors die? or are reborn after battle? or stop the battle so they can regroup?
Negotiation Value for Trading Posts - Values between 0 and 9, TP equivalent of Difficulty for Colonization.
Natives Tolerance value - Values between 0 and 9, chance that natives attack at random or if you move a non-conquistador army into the province?
City XPos, City YPos - Position on map of the city/capital sprite
Army XPos, ArmyYPos - Position on map where army/ship sprite stands
PortXPos, Port YPos - Position on map of port/shipyard sprite
Manufactory XPos, Manufactory YPos - Position on map of manufactory
Port/sea Adjacency - Which sea province the port is connected to. If this is incorrect, ships can still dock in port, but armies don't auto-unload. Should be 0 for province that don't have a port (even coastal provinces).
Terrain x, Terrain Y, Terrain variant (x4) - Position and index number of any extra sprites to display on map. This is connected to the value of the terrain column, which in turn indexes into map\terrain types.csv to indicate which sprite should be loaded. E.g. if terrain=4 and variant=3 then the game will display GFX\Map\Landscape\Marsh3.bmp when the province is known.
Extra River Desc Link 1/2/3 - Often contains values for neighbouring rivers. I think this was used by Johan in his own map tools. It doesn't seem to affect anything now?
(unnamed) - Contains values 0, 1 and X but mostly filled with #N/A. This is a weird one, and I'm guessing it also had something to do with Johan's map tools?
Fill coord X, Fill coord Y, (more Fill coords...) - Definitely unused, leftover from Johan's map tools.

When I use a question mark in the description, I'm probably just guessing about the effect.

Comments and corrections welcome :)
 
Last edited:

Hive

Lex Superior
19 Badges
Oct 16, 2002
12.250
15
  • Heir to the Throne
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Hearts of Iron Anthology
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II
Negotiation Value for Trading Posts - Values between 0 and 9, extra cost for TP?

Could this perhaps determine the peace value of the TP instead?

Nice post btw. Good information.

Does this mean that you have begun working on a province.csv editor? :D
 

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
Hive said:
Does this mean that you have begun working on a province.csv editor? :D
Might've ;)
 

jdrou

Field Marshal
74 Badges
Jun 10, 2002
24.161
461
  • Stellaris: Federations
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Paradox Order
  • Stellaris: Digital Anniversary Edition
  • Humble Paradox Bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis III: Collection
  • Europa Universalis III: Chronicles
  • 500k Club
  • 200k Club
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
  • Hearts of Iron Anthology
  • Victoria 2
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • For The Glory
  • 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
  • Stellaris: Galaxy Edition
WiSK said:
Difficulty for Colonization - Values between 0 and 9, modifies the chance for settlers to make a colony (also a TP?)
Only seems to affect colonies, not TPs (see Colonization FAQ for effects)
Native Combat Strength - Value between 0 and 400, max number of native warriors?
Yes, x100 (i.e. 10 means 1000 natives).
Ferocity - Values between 0 and 5, morale of native warriors?
In EU1 this combined with Native Tolerance value to determine when natives would attack and reduce colonization probabilties. Seems to be unused in EU2.
Negotiation Value for Trading Posts - Values between 0 and 9, used to determine percentage during peace negotiations?
This seems to be the TP equivalent to Difficulty for Colonization.
 

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
jdrou said:
Only seems to affect colonies, not TPs (see Colonization FAQ for effects)

Yes, x100 (i.e. 10 means 1000 natives).

This seems to be the TP equivalent to Difficulty for Colonization.
Thanks for the info!

jdrou said:
Ferocity - Values between 0 and 5, morale of native warriors?
In EU1 this combined with Native Tolerance value to determine when natives would attack and reduce colonization probabilties. Seems to be unused in EU2.
That's the thing. Natives attack when you try to colonise or move an army in, but sometimes they just attack randomly. Perhaps Ferocity is the chance they attack when you attempt to colonise, and Tolerance is the chance when there is an established colony?
 

unmerged(31425)

Married Man
Jul 2, 2004
2.826
0
Geez WISK I thought you may have actually known more than me.
WiSK said:
Difficulty for Colonization - Values between 0 and 9, modifies the chance for settlers to make a colony (no TP).
This effects the percantage chance for success. It also effects cost. Lower being better for the percantage and cost.
WiSK said:
Native Combat Strength - Value between 0 and 400, max number of native warriors x 100
Correct.
WiSK said:
Ferocity - Values between 0 and 5, chance that natives attack when you send new colonists?
Efficiency of Natives in combat - Values between 0 and 2, how quickly native warriors die? or are reborn after battle? or something?
Not sure about these 2 but I think you're right. I haven't modded them yet. Perhasp I ought to, I deliberately try to make the natives avoid being slaughtered by the AIs. It's high time I get to work on that.
WiSK said:
Negotiation Value for Trading Posts - Values between 0 and 9, TP equivalent of Difficulty for Colonization.
Correct. Lower has the same effect as for the colonization one
WiSK said:
Natives Tolerance value - Values between 0 and 9, chance that natives attack at random or if you move a non-conquistador army into the province?
This is their aggressive level, you know very low(1), medium(6), etc.
The other ones you mentioned, I of course suspect the same thing but don't know for sure either.
 

unmerged(31425)

Married Man
Jul 2, 2004
2.826
0
Hive said:
Could this perhaps determine the peace value of the TP instead?
No.
 

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
idontlikeforms said:
WiSK said:
Natives Tolerance value
This is their aggressive level, you know very low(1), medium(6), etc.
The Colonisation FAQ suggests this also affects colonisation chance. Jdrou suggests that Ferocity seems unused. A simple test is in order.

Make one province Difficulty=0, Ferocity=1, Tolerance=0. Observe the following:
- cost and chance of sending colonist
- after each successful colonist, note whether natives attack
- if natives don't attack, repeatedly send in a small army and note how often natives attack (don't kill natives)
- leave a colony sitting there for a while, and note how long it takes before the native attack of their own accord

Once you've gathered enough data on that, repeat observations with Ferocity=5, Tolerance=0. Then again with Ferocity=1, Tolerance=9 then Ferocity=5, Tolerance=9. This should be enough to get a good picture of what these two values represent.

chegitz guevara said:
WiSK said:
Port/sea Adjacency
Hmmm, I wonder. Do you think we could use this to make canals?
Not sure what you mean with 'canals' but I'm pretty sure you can't use this for any tricks. You just need to fill it in or the port won't work as it should.
 
Feb 12, 2004
4.656
0
WiSK said:
Not sure what you mean with 'canals' but I'm pretty sure you can't use this for any tricks. You just need to fill it in or the port won't work as it should.
I think he proposes to model a canal by moving a fleet in a port, exiting on the other side of the canal. But it's not possible : if a port is adjacent to a sea-zone (and AFAIK only one adjacency is possible for a port), a fleet will always enter and leave the port from and to the same sea-zone.

The only ways to have a canal are through a strait, or through adjacencies of sea-zones.
 

Norrefeldt

Porphyrogenitus
Aug 1, 2001
7.433
2
Visit site
Port/sea Adjacency - Which sea province the port is connected to. If this is incorrect, ships can still dock in port, but armies don't auto-unload.
Should be 0 even for coastal provinces that don't have a port. Used to have lots of problem with this in AGCEEP.
 

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
Norrefeldt said:
Should be 0 even for coastal provinces that don't have a port. Used to have lots of problem with this in AGCEEP.
I'm interested to know what the effect was in that case?
 

Khephren

Watery Tart
23 Badges
Mar 29, 2003
1.285
2
  • Victoria 2
  • Battle for Bosporus
  • 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
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • March of the Eagles
  • Iron Cross
  • Europa Universalis III Complete
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Crusader Kings II
Sort of on topic. While waiting for new maps I've been dinking around with fantasia and I noticed it saves a lot more variables for each province. Natives, tolerance, etc are saved ( would be useful if these were saved in normal scenarios ). One variable that is saved is "wilderness". This doesn't seem to correspond with any province.csv value and is generated randomly. Upon further testing, it can be added to regular scenarios via the .inc file. Wondering if anyone knew the effects of this value.
 

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
Khephren said:
Sort of on topic. While waiting for new maps I've been dinking around with fantasia and I noticed it saves a lot more variables for each province. Natives, tolerance, etc are saved ( would be useful if these were saved in normal scenarios ). One variable that is saved is "wilderness". This doesn't seem to correspond with any province.csv value and is generated randomly. Upon further testing, it can be added to regular scenarios via the .inc file. Wondering if anyone knew the effects of this value.
What range of values does it have? Is it a yes/no or 0-9?
 

unmerged(31425)

Married Man
Jul 2, 2004
2.826
0
WiSK said:
The Colonisation FAQ suggests this also affects colonisation chance. Jdrou suggests that Ferocity seems unused. A simple test is in order.
NTV does indeed effect colonization as well. The lower it is the increased chance of success you have. I believe it also effects cost.

There is something that effects the likeness that natives will attack, a colony randomly, armies passing through, or after a failed attempt. I'm not 100% sure which setting is effecting this but I'm about 99% sure that something is. What I've noticed is that when I make provinces that are hostile in the vanilla into peaceful natives that are easy to colonize, the former hostile provinces still have natives attacking more frequently than the ones that were easy spots to begin with.

Ideally what I want is for natives to never attack and to last longer if attacked themselves. In my version I've lowered the NTV of almost every vacant province to 4 or less.
 

WiSK

Major
11 Badges
Apr 30, 2002
603
1
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
idontlikeforms said:
NTV does indeed effect colonization as well. The lower it is the increased chance of success you have. I believe it also effects cost.

There is something that effects the likeness that natives will attack, a colony randomly, armies passing through, or after a failed attempt. I'm not 100% sure which setting is effecting this but I'm about 99% sure that something is. What I've noticed is that when I make provinces that are hostile in the vanilla into peaceful natives that are easy to colonize, the former hostile provinces still have natives attacking more frequently than the ones that were easy spots to begin with.

Ideally what I want is for natives to never attack and to last longer if attacked themselves. In my version I've lowered the NTV of almost every vacant province to 4 or less.
Well, you are welcome to try the simple test I proposed (ie try the extremes of the ferocity setting). I don't seem to have had time to do it myself.
 

Norrefeldt

Porphyrogenitus
Aug 1, 2001
7.433
2
Visit site
WiSK said:
I'm interested to know what the effect was in that case?
Cannot recall really. I think you got the port graphics in the city view, but no water. You might have been able to build ships that couldn't be moved afterwards. I don't think it had any useful effects.
 

Kasperus

Field Marshmallow
8 Badges
Nov 5, 2001
4.379
0
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • For The Glory
  • 500k Club
  • Mount & Blade: Warband
As advised, I check out this thread and add a question of mine: anyone knows how 'climate' works exactly? As in what do the values stand for? As, in contrary to variables like goods or terrain, climate isn't really explained by Havard (or, at least, I cannot find it)
 

jdrou

Field Marshal
74 Badges
Jun 10, 2002
24.161
461
  • Stellaris: Federations
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Paradox Order
  • Stellaris: Digital Anniversary Edition
  • Humble Paradox Bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis III: Collection
  • Europa Universalis III: Chronicles
  • 500k Club
  • 200k Club
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
  • Hearts of Iron Anthology
  • Victoria 2
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • For The Glory
  • 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
  • Stellaris: Galaxy Edition
Kasperus said:
As advised, I check out this thread and add a question of mine: anyone knows how 'climate' works exactly? As in what do the values stand for? As, in contrary to variables like goods or terrain, climate isn't really explained by Havard (or, at least, I cannot find it)
There's a pretty good summary by AndrewT in this thread.
AndrewT said:
The meaning of the climate values, as best we know them:

0 - Snow, October through May. It is most prevalant in November through April.
1 - Seems to be desert type weather.
2 - Certainly no snow with this value. It appears in a couple of Baltic Sea provinces, a couple of South American provinces, most of North America, and one Siberian province. it might be intended to provide very occasional snow, but still, the province assortment is wierd.
3 - No snow.
4 - Tropical climate.
5 - Some snow December through February.
6 - Tropical climate. This one seems mostly used in equatorial provinces, compared to a value of 4.
7 - Snow, November through March. It is most prevalent in December through February.
8 - Snow, June through August. Used in the southern hemisphere and in a couple of Afghani and Indian provinces (north of the equator).