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unmerged(18738)

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type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials] # -1 is random province, -4 is province with nuclear reactor

OK, so it seems that parameter does not give actual resource values into a province, but claims to be a 'percentage' of that resource added/subtracted to the province. Annoying - look at the following example I recently had occur.

I created an event that gave 15 oil into a random province:

which = -1 value = 15 where = oil

When the event fired it stated that the oil value of the province would be increased by 15%, not 15 points of oil (for lack of a better term). The province had ZERO oil to begin with. It ended up with an oil value of 7 (seven), roughly less that 50% of the 15 oil I had scripted.

Alternately, I had another event fire 5 metal into a random province (which initially had none). The result? 5 metal were installed into that province. That is, 100% of what I had scripted. :wacko:

Do I even have to mention how odd this whole calculation thing is???
 
Last edited:

Ghost_dk

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When I questioned Johan about this some time ago, I was told it was because of different modifiers that applied. Not sure what thought myself, except maybe ministers and province status. Do further testing if you like and if you come up with some good evidence that something is wrong I'll be happy to reopen the bugreport
 

unmerged(18738)

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Both cases these were national provinces (different countries).

The country that got the oil event was Guange Clique. I can't see any ministier affecting how many actual resource point values show up in a province?? Aside from the province being non-national (as I said before, they were all national provinces), I can't see how a province status could affect such a thing??

The other country that got the metal event was Tibet (handsoff game). In that event all five points went in to the province.

So really, the quetion is: are these values for percentage (as the event states) or are they actual resource point values?

The point ultimately is: how does this work? It seems mighty contradictory and confusing.
 

unmerged(18738)

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Well, very interesting find here.

Seems that the peacetime_mod bonus/penalty is what is used to modify the final value. Can't respond on the CGX thing, PII - I am not that familiar with their set up.

Anyhow, I kept getting 90% of whatever value I had in there for any German province (test event was for Germany). Of course, Germany starts the game with a 10% peacetime effect penalty. This is the only correlation I can draw.

I will look into the CGX thing.

EDIT: the province in question was non-national. So, it looks like 50% of the value will be installed in non-national provinces (value rounded down?).

Two modifiers known: province status (national/non-national) & peacetime effect (%). Possibly ministers, too. As Stonewall points out below, the actual scripted value is in the province but not fully accesssible if during peacetime (and your nation has a peacetime ic penalty) or if it is in a non-national province. When at war, the full amount of that resource becomes active.
 
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Stonewall

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The entire value is installed in the province that it gets sent to. You only get to use half of it because its a non-national province. Same with peacetime IC. If you sent 10 oil to a province in a ocuntry that has a 90% peacetime IC modifier, you're only going to see 1 extra point of oil. However, once you remove the peacetime IC modifier, you'll see the full 10 points there. The resource points you see on the province city screen are the amount of resources you extract from it, not the amount of resource points actually in it.

Do a test with Japan and the USA. Start the game as USA. Add 10 oil points to a province that has no oil and watch as you only get a fraction. Add 10 points to a Japanese province and watch as they get all 10. Add 10 points to a Japanese controlled non-national province and watch as they get a fraction. Now declare war as USA and trigger the oil event. Watch as all 10 points are added.

This all assumes you have no ministers or techs that modift IC, as that also modifies resource production. If you have these ministers and/or techs, the numbers won't be as clean, but the observable result is still roughly the same.

All resource and IC values are stored in the province.csv file. Any changes to these numbers made during the course of a game are saved in the province section of the savegame file. If you really want a true once and for all answer to how much resource is actually added, trigger the event in a few different provinces (some national some non-national, some for countries witha peacetime IC reduction) and then save the game and check the savegame to see what values have been stored.
 

unmerged(18738)

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Thanks, Pope Shizzle. That explains quite a lot to me.

Savegame file - never even thought of it. Of course, I also didn't know that resource values from events were in there. But now I know. :)
 

jdrou

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Phil K said:
Savegame file - never even thought of it. Of course, I also didn't know that resource values from events were in there. But now I know. :)

[deep thought]Many mysteries have been solved (and more begun) by examining savegame files.[/deep thought]
 

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Phil K said:
type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials] # -1 is random province, -4 is province with nuclear reactor

I created an event that gave 15 oil into a random province:

type = oil which = -1 value = 15

Do I even have to mention how odd this whole calculation thing is???

should not it be :
"type = add_prov_resource which = -1 value = 15 where = oil" ?
 

unmerged(18738)

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Aug 7, 2003
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Right - thank you. I just wrote it off the top of my head. The event commands are correct in-game. I'll edit my post so as not to mislead anyone.