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unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
Hello everybody, and welcome to our sixth development diary for ‘For the Glory’ (FTG).

The database takes an important role in FTG. Let’s start with geography (continents, regions and areas), terrain, goods, cultures and provinces.

Geography
Areas, regions and continents are three geographically different concepts that are linked through the definition of the provinces.
Any combination is possible, especially for seas. An area can spread across several continents or regions and effects for provinces will be different according to the chosen combination.

Geography is also important for discoveries.

A continent:
Code:
 continent = {
	id = 2
	tag = "America"
	name = "CON_America"
	culture_change = yes
	whiteman_penalty = yes
	popgrowth_island_colony = 0.00
	popgrowth_continent_colony = 0.00
	popgrowth_penalty = no
	cot_assign_penalty = no
	combat_overrun = no
	badboy_penalty = yes
	hre_election = no
	available_mercenaries = no
	vp_discover_first = { desc = "SPEC_AMERICA" province = any value = 50 }
	vp_first_establishment = 5
}

A sea region:
Code:
 region = {
	tag = "CaribbeanSea"
	name = "REG_CaribbeanSea" piracy = high
}

A land area:
Code:
 area = {
	id = 129 tag = "Panama"
	name = "AREA_Panama"
	type = land
	vp_discover_first = { desc = "SPEC_PANAMA" province = all value = 5 }
}

ledger.png

Ledger showing Spanish provinces with cities sorted by region in 1617


Terrains
By default, FTG proposes seven different terrain types: plains, forest, mountain, desert, marsh, sea and river. There is no limit to possible terrain and various effects for warfare.
Terrain can evolve in a province with time.

Example:
Code:
 mountain = {
	type = land
	color = DarkOrange
	move_cost = 1.75
	attrition_limit = 5
	attacker_penalty = yes
	cavalry_bonus = no
	artillery_penalty = no
	siege = 2
	ai_attack_power = 2.00
	ai_conquer_check = yes
}
Of course, AI takes terrains in account for movement, battle and siege decisions.


Trade goods
A province produces a dominant type of goods. Except for gold type, goods are under rules of supply and demand. Some province improvement (officials and manufactories) have influence and demand and goods can also have influence on each other.
Some goods such as grain increase land support limit, and some like naval supplies increase naval support limit.
Goods produced in a province can evolve with time and human activities.

Just like terrain, there is no limit to the possible number of goods in a game.

Example :
Code:
 cloth = {
	base_price = 10
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	
	goods = 0.01

	demand = { cotton = 0.01 } #Each cloth province increases demand for cotton

	manufactory = { type = goods income = yes }
}

goods.png

Information for cloth in 1419 for Burgundy in AGCEEP


Cultures
Culture is a concept that applies to cities, provinces and countries as three different levels.
For the main city of a province, culture defines the architectural style for the representation on the map and the city view.
For a province, culture represents a combination of various identification factors such as main spoken language but this is not the only factor.
A country has a primary culture and can accept several other cultures. A country owning provinces with non accepted cultures gets several penalties for income, manpower, possible revolt risk and research costs.

oecities.png

Ottoman Empire as a multicultural empire in 1520

oecultures.png

Same area in the Cultures map mode

Here is the definition of Albanian culture in the database:
Code:
 albanian = {
	city = BYZ
	buildings = MIN
	color = Red
}

Conquering a province is not sufficient to see culture changes in this province. The culture of a province can change with time and the architectural style of the main city will match the primary culture of the owner with investments in fortresses or natural population growth at some levels that are also levels for manpower increase.


Provinces
A province is the base unit of the map. All other presented concepts are to be found in the definition of a province:
Code:
 province = {
	id = 3
	name = "PROV_Sitka"
	continent = "America"
	region = "North America"
	area = "Alaska"
	type = coastal
	sea_adjacency = 861
	terrain = forest
	size_modifier = 0.00
	climate = arctic
	religion = exotic
	culture = aleutian
	manpower = 1
	income = 1
	goods = fur
	city_name = "CITY_Sitka"
	cot_modifier = -3
	colonization_difficulty = 7
	natives = {
		combat = 25
		ferocity = 2
		efficiency = 1
		tp_negotiation = 4
		tolerance = 8
	}
	gfx = {
		city = { x = 2832 y = 453 }
		army = { x = 2969 y = 406 }
		port = { x = 2808 y = 488 }
		manufactory = { x = 2873 y = 384 }
		terrain1 = { x = 2857 y = 505 variant = 0 }
		terrain2 = { x = 3015 y = 471 variant = 1 }
		terrain3 = { x = 2876 y = 521 variant = 2 }
		terrain4 = { x = 2902 y = 529 variant = 3 }
	}
	history = { }
}
It includes extra information like climate, income, manpower, presence of natives and coordinates for gfx.

We will see religions and technologies in a future diary.
 
Cool :)
 
Really interesting.
Nice to see that the culture of a province can change with time!
 
Hoorah! This will be great.

I really like the addition of cultures, you truly are adding the good features of Eu3 (Which are few) into the Eu2 experience without adding an ugly 3d map- showing it can be done.

Eu2 is a close to perfect experience, with your additions, I will never need another game.

You will revitalise the modding community, add a new playerbase, you will completely inject new life here. Thankyou! Danke! 谢谢! merci! спасибо!

For the glory > Eu2 > Eu3
 
Hooraah for For the Glory!

It just looks better and better! :D

Can a country have several primary cultures?

Oh, and speaking about cities, can a city change name via event?
 
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Awesome! :D
 
Next diary will be devoted to all new commands available in the script engine... and some interesting screenshots to go with.

Cool, can't wait!
 
Forget $20. I'd pay $40 for this. :D
 
Glad to see you guys incorporated the accepted Cultures concept, one of the few things I liked about euIII.

Any hint as to how long it takes a province to change culture? Will population size impact this? ( bigger population = harder to assimilate culturally) And province religion?

Forget $20. I'd pay $40 for this. :D

Hey, don't give them any ideas ;)
 
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I wonder if there will be steps taken to dramatically reduce population growth in EU2 into realistic levels, not to mention realistic simulation of population loss, due to starvation and disease, from sieges or constant looting, low stability, revolts and so on. Always been on my wish list for the EU series. In vanilla the population losses would only be notable if you kept looting a province for decades.
 
Here is my credit card, here is my pin. Here is my firstborn and here is my soul.

Now give me the game. :cool:

Ayeshteni.
 
I wonder if there will be steps taken to dramatically reduce population growth in EU2 into realistic levels, not to mention realistic simulation of population loss, due to starvation and disease, from sieges or constant looting, low stability, revolts and so on. Always been on my wish list for the EU series. In vanilla the population losses would only be notable if you kept looting a province for decades.

Agree. I think little more population should be killed during siege/assault etc.
Events for example about population loss should be in percentage in my opinion (e.g. if you have 50 000 city and 'Plague' event happened with -1000 pop is funny).