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How's the hotfix coming along?
 
As an additional note, a problem I seem to have with countries like China and Japan (or even Carlist Spain) who start off with State_Capitalism as their economic policy is that it seems to stop capitalists in every other country from building anything. I've been forced to switch to interventionist parties so the rest of the world would actually develop properly and I wouldn't have to look at Britain having only a handful of railroads in 1860. Is there any way to fix this?

I've also had this problem. I am trying to industrialize Iran and I had to choose between relying on the meager income my capitalists get (+.5 pounds a day after luxury goods) or use state capitalism. I chose state capitalism. Unfortunately, due to this bug, no other country begins to actually industrialize.
 
Some time after the ACW as the USA I have been left with lots of Yankees in southern states. This is not because the events for the CSA converting Yankees to Dixies didn't fire - they did. I think my Yankees in southern states is due to migration. I would like to convert these erroneous Yankees to Dixies. How does one do this?

You could alter the savegame. Search for the province number in the province.csv file, and then search for this number in the save game. Alter the POPs accordingly.

Hi,

is it possible to program an global event which gives ANY country a liberal party (full citizenship, laisser-fare, pluralism, anti-military) as soon as this country has lets say 50 liberal pops and is civilized ?

The idea is that parties will appear according to the need of people and if there are enough liberal people in lets say a highly industrialized and civilized Asian country then a liberal party would form simply because people would found it.

The engine can't count individual POPs, though you could base it on proportions. If you search for "VickyWiki" on a search engine then you'll be able to find a modding guide for Victoria which will detail how to create an event, with various triggers and commands possible.

How's the hotfix coming along?

I think the last hotfix will be the final one for VIP:R. We are focusing our efforts on other projects, namely VIP2.


I've also had this problem. I am trying to industrialize Iran and I had to choose between relying on the meager income my capitalists get (+.5 pounds a day after luxury goods) or use state capitalism. I chose state capitalism. Unfortunately, due to this bug, no other country begins to actually industrialize.

I believe this bug is a problem experienced in vanilla too. As VIP:R doesn't touch the .exe (or intend to alter it), there's nothing we can do.
 
Hi all!

Maybe not the place, but I can´t find any other place. I playing uncivilized nation and I have problems to getting civilized.
I found the following demands:

Prestige: 10
Military: 6

Early railroad
Ad-hoc money bill printing
Market Structure
Army Professionalism
Naval Proffessionalism
State & Goverment
Empiricism

Ministerial Goverment

Got them all - and more, nothing happends.
Then I found that the tech "Breechloaded rifles" also has the "get civilized" is there anymore tech I need? Is the information above wrong?
 
Hm... It seams that you need "iron steamers" also- but I can´t get it, although I have all the other techs needed to... :(

EDIT: Noooo.... Wasted a lot of research on Naval issues, now I found out that it is "cheap iron" I need to research... :(
 
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I believe this bug is a problem experienced in vanilla too. As VIP:R doesn't touch the .exe (or intend to alter it), there's nothing we can do.

Aw, that sucks. Is this a problem with the latest revolutions patch only? It ruined my Sardinia-Piedmont game(they start out with the state capitalism party), but I didn't notice not any nation was building railroads until I saw this topic and checked for myself. Indeed it happens in both vanillia and VIP. I guess there is no way to get around it? It's quite an annoying issue, and I never heard of this before. I'm thinking about just modding the state captalism policy in every major nation's party to a planned economy or interventionist.
 
Hey,
at first i want to say that this mod is absolutely f****** AWESOME !!! :)

i have a question on colonisation. i thought there was a thread about that matter but i cant seem to find it :/
i just want to know how i can get my people to move to my colonies? for me in every game it seems that nobody will move there, if there is emigration they are always leaving to the USA or antother american country.

thank u very much and if i have missed something i am sorry :)
 
Could someone help me? I am having this issue with the Uxx tag countries and is ugly as hell. I've got vic rev 2.01 + VIP 0.4 + Hotfix + VIP Vickie Interface V.1 installed and the country xls seems to be allrightish (I can't seem to upload it here, so gonna do a code thingie). Could someone suggest me a solution, please?

Ah well, seems like that the country.csv file has all the tags up to U97 (+U99) missing

effect:
pxuh.png


country.csv:

Code:
Country;main_color;leader_language;ArmyNationalitySprite;Coats;Legs;City;EndFrame;END
ABU;LightGray;ALD;MIN;White;Red;32;29;X
ADE;DarkYellow;ALD;MIN;White;White;32;29;X
AFG;DarkYellow;ALD;MIN;White;White;32;29;X
ALB;DarkBrown;ALB;MIN;Black;Red;32;28;X
ALD;LightGray;ALD;MIN;White;Black;32;29;X
ANH;Brown;NGF;MIN;Yellow;Dark_Grey;43;27;X
ANN;LightBlue;ANN;MIN;Khaki;Jungle;7;24;X
ARG;LightBlue;ARG;MIN;Blue;White;28;30;X
ARM;LightBrown;GEO;MIN;Blue;Light_Red;39;28;X
AST;LightGray;AST;MIN;Brown;Brown;46;3;X
ATJ;DarkOrange;ATJ;MIN;Red;White;32;24;X
AUS;LightGray;AUS;MIN;White;Light_Blue;42;4;X
AWA;Brown;MYS;MIN;Green;Khaki;21;24;X
BAD;LightBrown;SGF;MIN;Light_Blue;Dark_Grey;44;27;X
BAL;DarkBrown;MYS;MIN;Black;Black;10;24;X
BAS;LightOrange;MYS;MIN;Brown;White;21;24;X
BAY;LightBlue;SGF;MIN;Light_Blue;Light_Blue;24;27;X
BEL;DarkBrown;BEL;MIN;Dark_Blue;Grey;27;12;X
BER;LightGray;MYS;MIN;Dark_Green;Light_Grey;21;24;X
BHO;DarkGray;ZUL;MIN;Black;Black;10;18;X
BHU;LightBrown;BHU;MIN;Dark_Orange;Dark_Orange;11;24;X
BIK;LightBrown;ZUL;MIN;Black;Black;10;18;X
BOH;White;BOH;MIN;Black;Red;43;27;X
BOL;LightGray;BOL;MIN;Dark_Green;Red;29;30;X
BOS;Brown;BOS;MIN;Blue;Gold;39;24;X
BRA;LightBrown;NGF;MIN;Dark_Grey;Dark_Grey;43;27;X
BRE;Brown;NGF;MIN;Light_Red;White;43;27;X
BRU;DarkBrown;ALD;MIN;White;Black;32;24;X
BRZ;LightBrown;BRZ;MIN;Dark_Blue;Dark_Blue;31;17;X
BUK;Gray;ALD;MIN;Dark_Orange;Dark_Orange;32;24;X
BUL;DarkGray;BUL;MIN;Brown;Jungle;39;28;X
BUN;DarkBlue;ZUL;MIN;Black;Black;10;18;X
BUR;DarkYellow;BUR;MIN;White;White;15;24;X
CAL;Brown;USA;MIN;Black;Brown;43;22;X
CAM;Brown;CAM;MIN;Grey;Grey;11;24;X
CAN;LightGray;CAN;MIN;Light_Red;Black;45;22;X
CAT;DarkYellow;CAT;MIN;Light_Red;Gold;44;27;X
CHE;LightBlue;MTC;MIN;Khaki;Khaki;20;38;X
CHI;Yellow;CHI;MIN;Dark_Grey;Grey;7;9;X
CHL;DarkGreen;CHL;MIN;Dark_Blue;Red;29;30;X
CLM;DarkYellow;CLM;MIN;Light_Grey;White;29;30;X
COB;Red;NGF;MIN;Dark_Green;Grey;43;27;X
COL;DarkGray;SPA;MIN;Dark_Blue;White;43;22;X
COS;Red;SPA;MIN;Grey;Light_Blue;36;30;X
CRE;LightBrown;GRE;MIN;White;White;39;28;X
CRI;DarkBlue;ALD;MIN;Blue;White;39;28;X
CRO;Yellow;CRO;MIN;Indigo;Khaki;44;28;X
CSA;Gray;CSA;MIN;Grey;Dark_Blue;6;1;X
CUB;DarkOrange;SPA;MIN;White;White;44;30;X
CYP;DarkYellow;GRE;MIN;White;Blue;39;28;X
DAI;LightOrange;DAI;MIN;Red;Red;11;24;X
DAN;DarkRed;DAN;MIN;Light_Red;Light_Blue;33;31;X
DES;DarkYellow;DES;MIN;Dark_Orange;Brown;9;22;X
DOM;LightGray;SPA;MIN;Khaki;Khaki;44;30;X
DZG;DarkBrown;NGF;MIN;Red;Red;43;27;X
ECU;Brown;ECU;MIN;White;Light_Blue;29;30;X
EGY;White;EGY;MIN;Brown;Gold;13;29;X
ELS;LightBlue;SPA;MIN;Light_Blue;White;36;30;X
ENG;LightRed;ENG;MIN;Light_Red;Black;0;3;X
EST;DarkOrange;EST;MIN;Grey;Grey;43;27;X
ETH;Brown;ETH;MIN;White;White;26;19;X
FIN;LightGray;FIN;MIN;Grey;Grey;43;28;X
FLA;LightGray;FLA;MIN;Yellow;Black;44;27;X
FRA;Blue;FRA;MIN;Blue;Red;1;6;X
FRM;Brown;NGF;MIN;Red;Black;43;27;X
GEO;Brown;GEO;MIN;Green;Dark_Grey;39;28;X
GER;Gray;GER;MIN;Dark_Blue;Black;4;2;X
GRE;LightBlue;GRE;MIN;Light_Blue;Light_Blue;23;28;X
GUA;LightOrange;SPA;MIN;Grey;Light_Brown;36;30;X
GWA;DarkYellow;MYS;MIN;White;White;21;24;X
HAI;LightBlue;FRA;MIN;Dark_Blue;White;44;25;X
HAM;Red;NGF;MIN;Black;Black;43;27;X
HAN;DarkYellow;NGF;MIN;Dark_Blue;Black;43;27;X
HAW;LightBrown;HAW;MIN;Dark_Green;Orange;43;35;X
HED;LightGreen;NGF;MIN;Dark_Blue;Black;43;27;X
HEJ;DarkOrange;ALD;MIN;Grey;Grey;32;24;X
HEK;DarkGray;NGF;MIN;Dark_Green;Black;43;27;X
HLS;DarkGray;NGF;MIN;Green;Grey;43;27;X
HOL;LightYellow;HOL;MIN;Dark_Blue;Grey;25;13;X
HON;Yellow;SPA;MIN;Light_Grey;White;36;30;X
HOW;DarkOrange;HOW;MIN;Black;Black;9;34;X
HUN;DarkYellow;HUN;MIN;Brown;Light_Blue;44;28;X
HYD;White;HYD;MIN;Green;Orange;21;24;X
IND;Red;MYS;MIN;Dark_Orange;Orange;12;3;X
ION;DarkBlue;GRE;MIN;Blue;White;39;28;X
IRE;LightGreen;IRE;MIN;Dark_Green;Jungle;44;28;X
ITA;Green;ITA;MIN;Dark_Blue;Light_Blue;5;5;X
JAI;DarkBrown;MYS;MIN;Green;White;21;24;X
JAS;DarkRed;ZUL;MIN;Black;Black;10;18;X
JAV;DarkYellow;MYS;MIN;Black;Black;32;24;X
JOD;DarkOrange;ZUL;MIN;Black;Black;10;18;X
KAL;White;MYS;MIN;Light_Grey;Red;32;24;X
KAS;LightBlue;MYS;MIN;Red;Dark_Green;9;24;X
KHI;DarkOrange;ALD;MIN;Black;Dark_Green;32;24;X
KOK;Brown;ALD;MIN;Red;Blue;32;24;X
KOR;DarkYellow;KOR;MIN;White;Blue;11;23;X
KRA;Red;POL;MIN;Red;White;18;28;X
KUT;DarkBlue;ZUL;MIN;Black;Black;10;18;X
LAD;DarkGray;ZUL;MIN;Black;Black;10;18;X
LIB;LightBlue;LIB;MIN;White;Light_Blue;43;25;X
LIP;DarkOrange;NGF;MIN;Blue;Grey;43;27;X
LIT;DarkYellow;LIT;MIN;Light_Red;Blue;44;28;X
LIV;White;NGF;MIN;Black;Black;43;27;X
LOM;Red;ITA;MIN;Dark_Green;Dark_Green;44;26;X
LUA;White;LUA;MIN;Dark_Blue;Yellow;15;24;X
LUB;White;NGF;MIN;Black;Grey;43;27;X
LUC;LightBrown;ITA;MIN;Green;Grey;44;26;X
LUX;DarkOrange;FRA;MIN;Dark_Blue;Blue;43;27;X
MAK;DarkBrown;ZUL;MIN;Black;Black;10;18;X
MAL;LightBrown;MAL;MIN;Green;Blue;32;24;X
MAN;DarkBrown;USA;MIN;Orange;Blue;9;23;X
MEC;LightGreen;NGF;MIN;Light_Blue;Grey;43;27;X
MEI;DarkBrown;NGF;MIN;Dark_Blue;White;43;27;X
MEW;LightOrange;ZUL;MIN;Black;Black;10;18;X
MEX;Green;MEX;MIN;Yellow;Dark_Blue;40;16;X
MIN;Brown;MIN;MIN;Grey;Grey;9;27;x
MOD;Brown;ITA;MIN;Dark_Blue;White;44;26;X
MOL;DarkBrown;MOL;MIN;Red;Yellow;39;28;X
MON;LightOrange;SER;MIN;Jungle;Jungle;39;27;X
MOR;DarkOrange;ALD;MIN;Blue;Light_Blue;32;29;X
MTC;Brown;MTC;MIN;Red;White;20;38;X
MUG;Brown;MUG;MIN;Dark_Green;Grey;13;24;X
MYS;Green;MYS;MIN;Red;Brown;21;24;X
NAG;Gray;MYS;MIN;Cyan;Light_Grey;21;24;X
NAL;DarkYellow;NAL;MIN;Brown;Jungle;43;24;X
NAS;White;NGF;MIN;Dark_Green;Grey;43;27;X
NEJ;Yellow;NEJ;MIN;Light_Grey;Light_Grey;32;29;X
NEN;White;USA;MIN;Blue;Red;43;22;X
NEP;Gray;MYS;MIN;Red;Red;11;24;X
NEW;DarkOrange;ENG;MIN;Light_Red;White;9;22;X
NGF;Yellow;NGF;MIN;Dark_Blue;Black;9;2;X
NIC;White;SPA;MIN;Grey;Khaki;36;30;X
NIP;DarkRed;NIP;MIN;Black;Black;8;10;X
NOR;LightBrown;NOR;MIN;Red;Blue;34;11;X
NWZ;LightBrown;ENG;MIN;Light_Red;Black;43;3;X
OLD;White;NGF;MIN;Blue;Blue;43;27;X
OMA;LightBlue;ALD;MIN;White;White;32;29;X
ORA;DarkRed;ORA;MIN;Khaki;Khaki;38;20;X
ORI;DarkBrown;ZUL;MIN;Black;Black;10;18;X
PAN;LightGreen;MYS;MIN;Gold;Gold;32;24;X
PAP;DarkYellow;ITA;MIN;White;Light_Red;5;32;X
PAR;White;ITA;MIN;Dark_Blue;Light_Blue;44;26;X
PER;DarkGray;PER;MIN;Light_Grey;White;17;21;X
PEU;DarkOrange;PEU;MIN;Black;Black;29;30;X
PNM;DarkBrown;SPA;MIN;Dark_Blue;Light_Red;36;30;X
POL;DarkGray;POL;MIN;Dark_Blue;Light_Red;44;27;X
POR;DarkGreen;POR;MIN;Black;Black;14;15;X
PRG;White;PRG;MIN;Blue;Light_Red;29;36;X
PRU;DarkBlue;PRU;MIN;Dark_Blue;Black;4;2;X
QUE;LightBlue;QUE;MIN;White;White;44;22;X
ROM;DarkOrange;ROM;MIN;Blue;Yellow;39;28;X
RUS;DarkGreen;RUS;MIN;Dark_Green;White;2;7;X
RUT;Brown;RUS;MIN;Dark_Blue;Red;9;28;X
SAF;White;ENG;MIN;Light_Red;Dark_Green;43;3;X
SAR;Yellow;ITA;MIN;Blue;Dark_Blue;44;5;X
SAX;DarkOrange;NGF;MIN;Light_Blue;Light_Blue;43;24;X
SCA;LightBlue;SWE;MIN;Yellow;Light_Red;43;11;X
SCH;DarkBrown;NGF;MIN;Red;White;43;27;X
SCO;DarkBlue;SCO;MIN;Dark_Blue;White;43;3;X
SEM;DarkYellow;ZUL;MIN;Black;Black;10;18;X
SER;DarkRed;SER;MIN;Dark_Blue;Grey;39;28;X
SGF;LightOrange;SGF;MIN;Light_Blue;Light_Blue;9;27;X
SIA;LightGreen;SIA;MIN;Light_Grey;White;16;33;X
SIC;DarkOrange;ITA;MIN;Light_Red;Dark_Blue;44;26;X
SIE;White;SER;MIN;Dark_Blue;Black;9;27;X
SIK;DarkOrange;MYS;MIN;White;Gold;11;24;X
SIN;Brown;MYS;MIN;Blue;Red;32;24;X
SLO;LightBrown;SLO;MIN;Dark_Green;Red;44;28;X
SLV;LightGreen;SLO;MIN;Red;Blue;44;28;X
SOK;Yellow;SOK;MIN;White;White;10;25;X
SPA;DarkGray;SPA;MIN;Dark_Blue;Light_Red;19;14;X
SWE;LightBlue;SWE;MIN;Blue;Blue;35;11;X
SWI;DarkRed;SWI;MIN;Dark_Green;Jungle;22;27;X
TEX;DarkRed;TEX;MIN;Grey;Red;37;22;X
TIB;LightGray;MYS;MIN;Orange;Orange;11;9;X
TRA;LightBrown;MYS;MIN;Light_Red;Light_Red;21;24;X
TRE;DarkBrown;MYS;MIN;White;Light_Red;9;26;X
TRI;LightBrown;ITA;MIN;Dark_Green;Light_Grey;44;29;X
TRN;LightBlue;TRN;MIN;Dark_Green;Jungle;43;20;X
TUN;Brown;TUN;MIN;Green;Red;32;29;X
TUR;LightGreen;TUR;MIN;Blue;White;3;8;X
TUS;LightOrange;ITA;MIN;Blue;Light_Grey;44;26;X
UCA;LightGray;SPA;MIN;White;White;36;30;X
UKR;LightOrange;RUS;MIN;Blue;Yellow;39;28;X
URU;DarkGray;SPA;MIN;Dark_Blue;Light_Red;29;30;X
USA;DarkBlue;USA;MIN;Blue;Light_Blue;6;0;X
VEN;DarkGreen;VEN;MIN;Red;Yellow;44;26;X
VIE;LightGray;VIE;MIN;Dark_Blue;White;9;24;X
VNZ;LightGreen;VNZ;MIN;Light_Blue;Yellow;29;30;X
WAL;Yellow;WAL;MIN;Blue;Light_Red;39;28;X
WEI;LightGreen;NGF;MIN;Light_Grey;Dark_Blue;43;27;X
WLL;White;BEL;MIN;Red;Black;44;28;X
WUR;DarkYellow;SGF;MIN;Dark_Blue;Black;44;27;X
ZAN;LightOrange;ALD;MIN;White;White;10;25;X
ZUL;LightBrown;ZUL;MIN;Black;Black;10;18;X
REB;Black;REB;MIN;Black;Black;30;7;X
U00;DarkRed;BRZ;MIN;White;Black;30;31;X
U01;DarkRed;SPA;MIN;White;Light_Red;30;14;X
U02;Brown;BEL;MIN;Dark_Blue;Grey;44;12;X
U03;DarkRed;SPA;MIN;Light_Blue;White;44;25;X
U04;LightGray;ZUL;MIN;Black;Black;10;18;X
U05;LightBlue;ZUL;MIN;Black;Black;10;18;X
U06;Red;ZUL;MIN;Black;Black;10;18;X
U07;Green;ZUL;MIN;Black;Black;10;18;X
U08;LightBrown;NEJ;MIN;Red;Light_Grey;32;29;X
U09;LightBLue;TUR;MIN;Light_Blue;Red;32;8;X
U10;DarkGreen;TUR;MIN;Green;White;32;8;X
U11;DarkBlue;TUR;MIN;Blue;Red;44;8;X
U12;DarkRed;RUS;MIN;Grey;Dark_Green;41;37;X
U14;Green;CHI;MIN;Green;White;32;8;X
U15;LightBlue;HAW;MIN;Khaki;Khaki;20;24;X
U16;DarkOrange;MTC;MIN;Khaki;Khaki;20;38;X
U17;Yellow;MIN;MTC;Khaki;Khaki;20;38;X
U18;darkbrown;MTC;MIN;Khaki;Khaki;20;38;X
U19;LightBlue;MIN;MIN;Khaki;Khaki;9;22;X
END;LightBrown;MIN;MIN;Black;Black;9;24;X
 
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Could someone help me? I am having this issue with the Uxx tag countries and is ugly as hell.
Ah well, seems like that the country.csv file has all the tags up to U97 (+U99) missing

The country.csv file is indeed the crucial point.

I've got vic rev 2.01 + VIP 0.4 + Hotfix + VIP Vickie Interface V.1 installed... Could someone suggest me a solution, please?

If you look more closely at your installation sequence
VIP:R 0.4
VIP:R 0.4 Hotfix 1
VIP:R 0.1 Interface V.1

you might already know why so many nations are missing...

It's simply because VIP:R 0.4 uses its own country.csv file which is quite different compared to the vanilla one or its own VIP:R 0.1 version. By installing the older version after the most recent you're simply overwritten the country.csv file of VIP:R 0.4. Your installation sequence should look like:
VIP:R 0.1 Interface V.1
VIP:R 0.4
VIP:R 0.4 Hotfix 1
 
Have you reinstalled the mods?

If you're playing mods on a regular basis it's very useful to use a mod-enabler like JSGME to add/remove mods to/from your game. It's very easy to use and allows you quick changes in case something went wrong.
 
Hi. I'm necrogamer and my English is bad :)
Have problem with VIP 0.4 + hotfix +
The non-official Hotfix 2 for VIP:R 0.4 from this forum (but this hotfix don't change any event-files, as I know).
I played as Paraguay and the "Construction of a Steel Factory" event had fired. I had chosen "Build the Armoury" but still had not got any factory in my provinces. Then I played another game with another country and when ai-Paraguay had chosen to build steel factory by event there was also no factory (I saw that Paraguayan produce-level had not changed). Why it happend in my games? Had this event fired correctly in your games (appearance of the factory)?
##################################################
# Construction of a Large Factory by PMLF
##################################################
event = {
id = 246011
random = no
country = PRG

trigger = { local_flag = { name = flg_lopez value = 3 } }

name = "Construction of a Steel Factory"
desc = "In 1850, Lуpez brought foreign experts that helped Paraguay to build an steel factory and a large armory, with the aim of better defending and preserving Paraguay."
style = 0

date = { year = 1850 }
offset = 360
deathdate = { year = 1855 }

action_a = {
name = "Build the Armoury"
command = { type = convert_pop_type which = farmers value = craftsmen when = 10 where = 2427 } # Asuncion
command = { type = gain_building which = 2427 value = steel_factory }
command = { type = treasury value = -1000 }
command = { type = resource which = small_arms value = 10 }
command = { type = resource which = artillery value = 5 }
}
action_b = {
name = "With which money, my brother!?"
command = { }
}
}
 
And I have another question. How been counted overall population of the state? I have tried to play as Akhal Tekke and have found that actually it has 88 000 population (2 provinces, 41000 farmers + 3000 soldiers in each). But statistic in game says that overall population of AkhalTekke is 300 000 + . How it can be?
 
And I have another question. How been counted overall population of the state? I have tried to play as Akhal Tekke and have found that actually it has 88 000 population (2 provinces, 41000 farmers + 3000 soldiers in each). But statistic in game says that overall population of AkhalTekke is 300 000 + . How it can be?

Each person of a POP actually represents 4 persons (=a family).
 
I played as Paraguay and the "Construction of a Steel Factory" event had fired. I had chosen "Build the Armoury" but still had not got any factory in my provinces. Then I played another game with another country and when ai-Paraguay had chosen to build steel factory by event there was also no factory (I saw that Paraguayan produce-level had not changed). Why it happend in my games? Had this event fired correctly in your games (appearance of the factory)?

Good catch! In short: the command gain_building is "working as designed/wad"...

To clarify I've spent yesterday evening investigating. There are some interesting things going on in the background: the command gain_building does only give you a building if you actually have researched it! Getting a barrel factory suddenly in 1836 won't happen. So I've digged a little bit deeper: allowing you to build the steel plant by using the command activate_building_type does actually work - you can build the steel plant, but you still won't get it by using the command gain_building! :(

So it seems that the only way to make this event do what was intended is to split it in 2 events. The first will give you - as some sort of technology transfer - the required techs 3301 (Freedom of trade) and 5201 (Mechanized mining) while the second will give you the steel factory once you've got invention #393.

##################################################
# Construction of a Large Armory (by PMLF)
##################################################
event = {
id = 246011
random = no
country = PRG

trigger = { local_flag = { name = flg_lopez value = 3 } }

name = "Construction of a steel factory"
desc = "In 1850, López brought foreign experts that helped Paraguay to build a steel factory and a large armory, with the aim of better defending and preserving Paraguay."
style = 0

date = { year = 1850 }
offset = 360
deathdate = { year = 1855 }

action_a = {
name = "Order construction of the armoury"
command = { type = treasury value = -1000 }
command = { type = gain_tech which = 3301 } # Freedom of trade
command = { type = gain_tech which = 5201 } # Mechanized mining
}
action_b = {
name = "With which money, my brother!?"
command = { type = sleepevent which = 246050 }
command = { }
}
}

event = {
id = 246050
random = no
country = PRG

trigger = {
event = 246011
invention = 393
}

name = "Construction of a steel factory"
desc = "In 1850, López brought foreign experts that helped Paraguay to build a steel factory and a large armory, with the aim of better defending and preserving Paraguay."
style = 0

date = { year = 1850 }
offset = 15
deathdate = { year = 1865 }

action_a = {
name = "Let's celebrate the newly built armoury"
command = { type = gain_building which = 2427 value = steel_factory }
command = { type = convert_pop_type which = farmers value = craftsmen when = 10 where = 2427 } # Asuncion
command = { type = resource which = small_arms value = 10 }
command = { type = resource which = artillery value = 5 }
}
}

That fix should work. I've tested it by using the console (F12).

The fix is also included in my revised hotfix which also includes a bunch of fixed event files. Don't expect a release in the near future since I didn't even have the time to look more closely at the converters so that these could be included as well.
 
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Thank you for your investigation and solution!
It will be magnificent day, when we have your hotfix.

No hyperbolism, please. ;-)

I hope my fix does work since I've included it in the update of my hotfix which I've uploaded a few mins ago.