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    Real Strategy Requires Cunning

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ConjurerDragon

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Money and manpower at start cannot be modded as far as I know. It is certainly determined by the engine and I never found how to solve this.

Money at start can be set in the country file, e.g.
in the vanilla game for country Adal for the 1419 scenario it would be in file
1419_ada.inc
in the folder
\For the Glory\Scenarios\1419

The line about treasury:

Code:
# Adal #

country = {
   tag = ADA
   ai = "default_ai.txt"
   colonialattempts = 0
   colonialnation = no
   major = no
   colonists = 0
   cancelledloans = 0
   extendedloans = 0
   treasury = 200
   inflation = 0
   diplomats = 0
   merchants = 0
   religion = { type = sunni }
   culture = { type = somali type = afar type = arab }
   diplomacy = { }
...
 

Third Angel

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You're right of course, though the treasury value is only a base one and is at least modified by the difficulty level.

Manpower is defined by owned provinces, I believe.
 

MichaelM

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You're right of course, though the treasury value is only a base one and is at least modified by the difficulty level.

Manpower is defined by owned provinces, I believe.
You are correct about treasury.

Manpower can also be set in the country file. If not, it always defaults to 10 at scenario start, whether human or AI.