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MAC

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I'd like to add an "occupation value" to provinces.
That value would be substracted from your ManPower as long as you occupy that province.

I already took a look in hacking heaven, etc. but could not find any infos about adding completely new values (is it possible?) and which files I'd have to modify (at least province.csv, right?)

Looking forward to get some feedback from experienced modders :)
 
Last edited:

MAC

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province.csv

This file list all land and sea provinces on the HoI map. The format is a semicolon separated file with these columns:

gf The province number.

Name The province name. The provinces are named after the most strategic important city in the area.

Area

Region

Continent

Climate Used to describe the climate type in a province. See here for more.

Terrain Used to describe the terrain type in a province. See here for more.

SizeModifier

AirDivisionLimit A limit to how many air divisions a province may hold.

Road

City The name of the city in the province

PortSeazone Defines which seazone (province number) that should work as a seazone to a land province (if there is more than one). default is all neighbouring seazones.

IC The amount of IC produced

Manpower The manpower of a province

Oil The amount of oil produced

Steel The amount of steel produced

Coal The amount of coal produced

Rubber The amount of rubber produced


Climate
There are seven climate types: Arctic, Mediterranean, Muddy, Subarctic, Subtropical, Temperate, Tropical

Arctic

Mediterranean

Muddy

Subarctic

Subtropical

Temperate

Tropical


Terrain
There are seven terrain types: clear, desert, forest, hills, jungle, marsh and mountain. Sea and river provinces use terrain ocean or river.

clear

desert

forest

hills

jungle

marsh

mountain
 

unmerged(12730)

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hi MAC

THIS is about as much as i could see could maximally influence ingame or via initialization at scenario startup. I have not tried but i would guess you can set that up in the scenario file:
this means: control in 1940, annexation on 1941 by a nationalist state (germany, 526 is sth. french)

province = {
id = 526
nationalism = {
year = 1941
month = june
day = 2
hour = 21
}
control = {
year = 1940
month = august
day = 24
hour = 12
}
ic = 5
maxic = 5
infra = 0.800
maxinfra = 0.800
project = { type = 0 cost = 360 ic = 206 }
antiair = 2
terrain = "clear"
}


So try that in your scenario file:

province = {
id = 526 #whatever province
nationalism = {
year = 1935
month = december
day = 30
hour = 1
}
control = {
year = 1935
month = december
day = 30
hour = 0
}
}

This should "add" occupation status, maybe :D
Only my guess, most of these guesses have worked for me
 

MAC

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Ah, ok - so it's not the province-file but the scenario file I'd have to change, hmmm.

Since I am a rookie to modding I'd still need some more input, though to fully understand what you're talking about ;)

My idea is to add to most provinces a "occupation value" that is reflecting the needed manpower to keep the province under control. Areas which had historically a lot of partisan activity would bind a lot more manpower as for example Luxenburg. That way a small country like Rumania can no longer simply occupy the whole Balcan, Greece, etc. without any problems - since that really makes no sense.

Since province values are stored in province.csv I thought the way to go would be adding a new field with the "occupation value" - but I had no clue how to bring them into play.

Question is: Can you edit province.csv at all or is this a big no no?

Ok, now back to your example:

province = {
id = 526
nationalism = {
year = 1941
month = june
day = 2
hour = 21
}
control = {
year = 1940
month = august
day = 24
hour = 12
}
ic = 5
maxic = 5
infra = 0.800
maxinfra = 0.800
project = { type = 0 cost = 360 ic = 206 }
antiair = 2
terrain = "clear"
}


Since I am a rookie I have first to ask some more (unfortunately I did not find a info about "nationalism" on Havard's site) about that nationalism thingie:

The suggestion you make is

province = {
id = 526 #whatever province
nationalism = {
year = 1935
month = december
day = 30
hour = 1
}
control = {
year = 1935
month = december
day = 30
hour = 0
}
}


but I really don't get it because I have no clue about that "nationalism" trigger and the dates you mentioned in your example confuse me :confused:
 

unmerged(12730)

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these have no examples on havard's site.

these come from stripping down savegame-files. you 'd be surprised what to find there additionally. I managed to take many unreferenced parameters, extract them and get them to work in various ways.

"provinces" is in the global section and therefore should go into the scenario file. you have to play around and try to get it to initialize the province with that values

Confused ? :D Me too sometimes!
 

MAC

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Ah, ok :)

So can you help me a bit with understanding what is actually happening in that script you suggested :confused:

province = {
id = 526 #whatever province
nationalism = {
year = 1935
month = december
day = 30
hour = 1
}
control = {
year = 1935
month = december
day = 30
hour = 0
}
}

I'd have to create a instances for every province I want to have an "occupation value". I also have to set the time values ( first is when the event is allowed to happen and 2nd is since when I can trigger it?). But the main question is: where can I actually set WHAT to happen (like reducing the Manpower pool of the occupying nation for the amount of 20 for example) and where do I set the control "is not = France" or is it not needed?
 
Last edited:

unmerged(12730)

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if you don't want to alter the original files and want to add claims, then do the following:

poland as example:

copy poland.inc to poland2.inc
include poland2.inc in scenario file
now delete everything in the poland2.inc except:

country = {
tag = POL

nationalprovinces = {
711 714 715
}
}
This should add an additional claim
 

MAC

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Hehe, N!ghtY - first I have to understand actually how I can realize a drop of the manpower of an occupying country - I actually have no clue why to set additional claims before understanding that basic issue / game mechanic.

It's prolly not easy to go down to the level of a total modding rookie like me since you already know how things work :p

My first Idea was to add a additional value in the province.csv file - the "occupation value". It would represent the manpower loss in that province if occupied by someone else. The question for me was how I'd get those values into the game.

Since you suggested a different solution I assume you can edit the values there, but can add no custom values to the province.csv?
 

MAC

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Ok, after taking a look in the event commands.txt and a closer look in the scenario.eug - file I at least know now that I don't need to edit the province.csv - file ;)

I also found some commands which I will prolly have to use like

control = { province = a data = tag } # checks if province is controlled by country x (if data == -1 then its for country receievin event)

or

type = manpowerpool value = [value to add] # manpower

but I am still not 100% sure how to realize it...

Practically there are different actions like

- Province gets occupied by an enemy country and the manpower pool of the occupying country would have to drop by 10 for example.

- Province no longer occupied so the manpower pool of the former occupying country would raise by 10 again.

- Prolly having to determine which country is "enemy" by alignment, so for example if a democratic country would be annexed by Germany the Germans would suffer a serious hit in Manpower as long as they occupy it's provinces. If the UK and the US "liberate" the provinces they should for sure not suffer an manpower loss since they don't have to place "police forces" to suppress the population.

Maybe someone got an Idea how I could handle the different situations?
:rolleyes:
 

MAC

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Btw. after having a clue now that I don't have the "add new values to province.csv" - way the title of the thread is somewhat misplaced.

The reason for this thread is that I am actually trying to find the "technical solution" for the logical problem/idea to make the game more challenging and realistic which I was describing in my other thread here:

http://www.europa-universalis.com/forum/showthread.php?s=&threadid=74912