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Corporal
Jan 7, 2006
25
0
Hello all, can you add ic to any country in the game, and if so can you please give me a discription on how to get into and what to get into to to change the ic so i can add it to some countries to try to make it harder to play.......
 

Brasidas

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He seems to be talking about editting the IC of AI /countries/, not building IC in provinces belonging to the country that he is playing, 4fresh.

Slapnut:

I'm not at home atm, but take a look in your C:\...\hoi2\scenarios\save games\ directory. Open up a saved game in notepad. They should be the name you chose for your save with a .eug extension. (eg. 1940Jan01Germany.eug)

When you're in-game, hit "F12" and type "showall" (iirc). Hover your cursor over whatever provinces you want to add industry to. In a corner of the screen, the lower-right iirc, you will see a "province ID number'. Write the number down for each province you want to add industry to.

Now open the save in notepad again. Use the "find" function to locate the provinces you want to edit using the "location = XXX" string, with "location = 300" corresponding to Germany, for example. When you find the province's data (not a location line for an army unit, which this sort of search can also bring up!), look for a line that says something like "IC ="

Iirc (what, the fifth time I've prefaced a hint with that in one post?!?), if you scroll back up to the top of the save and click on the first line of the save file after every "province edit", you should get the province data rather than some line referring to a UNIT in that province.
 

blue emu

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You can write a set of custom IC-boosting Events which only fire for AI-nations ("ai = yes") so that the player never receives those bonus IC's.

... or you could mod the saved game or the scenario file to directly add IC's to provinces... but that would boost the country's economy even if it was played by a Human.

The best bet is custom Events.
 

blue emu

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An example:
event = {
id = 98765
random = no
country = SOV
ai = yes

trigger = {
difficulty = 2
}

action_a = {
command = { type = supplies value = 1000 }
command = { type = rarematerialspool value = 500 }
command = { type = construct which = ic where = 1567 value = 5 } #Ufa
command = { type = construct which = ic where = 1570 value = 5 } #Chlakov
command = { type = construct which = ic where = 1574 value = 5 } #Chelyabinsk
command = { type = construct which = ic where = 1575 value = 5 } #Kurgan
command = { type = construct which = ic where = 1577 value = 5 } #Orsk
command = { type = construct which = ic where = 1828 value = 5 } #Kuybyshev
}
}

If I've got that right, it will add 30 IC's to the USSR, in clusters of 5 IC in the designated provinces... but ONLY for an AI-player, not for a Human USSR, and only if you are playing on Normal or harder difficulty (not on Easy).

That event might need a bit of tweaking... I'm sure one of our Event-grognards can straighten out any problems it might have.
 

Permanganate

The Gibrataltor
Nov 29, 2004
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blue emu said:
That event might need a bit of tweaking... I'm sure one of our Event-grognards can straighten out any problems it might have.

Yes, it needs fixing. ai is a trigger, and needs to be in the trigger section. You also need an event name, a style, an offset, and dates. Also, while it's not necessary to use indenting, it makes your event much easier to read and debug. I also changed the supply/rares lines to give a certain amount each day, instead of a one-off amount that will be gone in just over two months. You could make the IC offmap if you want to make things more annoying, since SOV will be able to throw out units even as you race across Siberia.

Code:
event = {
	id = 90000
	random = no
	country = SOV

	trigger = {
		difficulty = 2
		ai = yes
	}

	name = "AI_EVENT"
	style = 0

	date = { day = 1 month = january year = 1936 }
	offset = 30
	deathdate = { day = 29 month = december year = 1947 }

	action_a = {
		command = { type = free_energy value = 60 }
		command = { type = free_metal value = 30 }
		command = { type = free_rare_materials value = 15 }
		command = { type = construct which = ic where = 1567 value = 5 } #Ufa
		command = { type = construct which = ic where = 1570 value = 5 } #Chlakov
		command = { type = construct which = ic where = 1574 value = 5 } #Chelyabinsk
		command = { type = construct which = ic where = 1575 value = 5 } #Kurgan
		command = { type = construct which = ic where = 1577 value = 5 } #Orsk
		command = { type = construct which = ic where = 1828 value = 5 } #Kuybyshev
	}
}