Even if you can't recolor the existing modes, information on creating a new map mode would be a decent starting point.^
seconding this question
is there anyway to recolour the existing map modes?
Even if you can't recolor the existing modes, information on creating a new map mode would be a decent starting point.^
seconding this question
is there anyway to recolour the existing map modes?
The only way I can think of doing this is to create duplicate terrain types(like plains_major_river) in 00_terrains.txt and manually assign them in the map editor to all affected provinces. Maybe you could also create a decision/event based system that would scan the entire map for provinces with those modifiers and then assign terrain types accordingly, but I don't that there is an effect for changing terrain types.I missed this thread, so posted in a separate thread. I suspect this is a better place to ask:
I'd like to make a mod that overwrites (or adds) a simple terrain map mode that also overlays river status (meaning the adjacent_to_major_river and river_floating_through static modifiers) with dark blue lines through the terrain.
I have found map_modes.txt, which defines simple_terrain, which apparently uses "color_mode = simple_terrain" to define what is displayed. I cannot find where the color_mode is defined (maybe it is hardcoded?). That pretty much has put me at a stopping point for figuring this out on my own.
I was wondering if there is a guide, sample map mode, or even a basic map mode mod around that I could look at as a starting point.
I'd appreciate any help or suggested starting points for figuring this out.![]()
To be clear, I'm not trying to change these modifiers to a terrain type, but to display where the modifiers exists in a map mode. Adding it to the existing simple terrain would be ideal, but if that would require changing the river modifier to a terrain type (really, many terrain types as each terrain can have that modifier), then it seems like it would be a massive amount of work for no real gain.The only way I can think of doing this is to create duplicate terrain types(like plains_major_river) in 00_terrains.txt and manually assign them in the map editor to all affected provinces. Maybe you could also create a decision/event based system that would scan the entire map for provinces with those modifiers and then assign terrain types accordingly, but I don't that there is an effect for changing terrain types.
Can you have countries start out with military traditions already unlocked? I'd like to use military traditions to unlock different units for different groups of nations, but after testing, it appears that the starting bonus can only have one effect (so I can unlock horse archers or heavy cav, but not both).
I believe you can set this in a file in the \common\ folder. Something like game_setup.txt. The base file currently sets certain governors for certain regions. That should be the file.
As far as I am aware you'd have to make it a country formation decision/event and have the main culture of the new tag be latin. I've just checked and you could for example make a new custom tag and allow it in the military traditions file of latin while forbidding it in hellenic traditions. So once you form the new tag it will change while keeping your culture. Never tested something like this though.Just wondering. Is there any way I could create a small event or decision for playing as Syrakousai; that following the annexation of the Italic Siculians, I could have allow for a choice to accept Italic traditions, or keep Hellenic traditions?
I couldn't find such a modifier either. You could theoretically use a scripted value to only add research based on whatever your formula is to one branch of research through periodic events. Check out the effects of the raze ability to get an idea.I can't find a modifier code in /common for specific tech progress, the modifier that modifies the tech speed of a certain type, for instance you know how martial point of researcher increases progress speed of martial tech, I can't find a modifier code that increases civic tech speed for instance. There is only one global tech speed modifier I can find which increases all of them.
current_ruler = { death = { death_reason = death_execution } }