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help on china

Posted: Sun Nov 24, 2013 5:20 pm
by pen1pen
i wanna play china but there are only few colonial options how do i mod it to have alot of colonial decisions like immigrant, chief treaty and etc and is there a modern day scenario mod for pride of nations?

Posted: Sun Nov 24, 2013 5:49 pm
by loki100
pen1pen wrote:i wanna play china but there are only few colonial options how do i mod it to have alot of colonial decisions like immigrant, chief treaty and etc and is there a modern day scenario mod for pride of nations?


Welcome to the forums

Think that China counts as a 'brave' choice. For some help in how to play with China you could do worse than have a read at Sir Garnet's AAR. Its over on the Paradox boards but you don't need to make an account with them just to read it.

to get the colonial options, I'd amend this event (its from the German event file), just alter the dates and make it refer to China - put it into the Chinese event file:

SelectFaction = $GER
SelectRegion = $Brandenburg
StartEvent = evt_nam_GER_Kolonialverein1882|1|2|evt_txt_GER_Kolonialverein1882|Event-img_GER_Kolonialverein1882|$Brandenburg|NULL

Conditions
MinDate = 1882/12/06
MaxDate = 1899/12/31
Probability = 50

Actions
DescEvent = evt_desc_GER_Kolonialverein1882
ChangeFacMorale = 1
ChgVPCount = 100
ChgFacRelationships = GBR;-5
ChangeUnitPool = $uni_GBA_Inf_1870C_Bde;8
ChgRgnDecisionFP = $rgdExploreParty;1
ChgRgnDecisionFP = $rgdNatExpedition;1
ChgRgnDecisionFP = $rgdGeoExpedition;1
ChgRgnDecisionFP = $rgdAnthroExpedition;1
ChgRgnDecisionFP = $rgdProspection;2
ChgRgnDecisionFP = $rgdProsecute;1
ChgRgnDecisionFP = $rgdPacify;2
ChgRgnDecisionFP = $rgdRetaliate;3
ChgRgnDecisionFP = $rgdOutpost;5
ChgRgnDecisionFP = $rgdGunboatDiplomacy;1
ChgRgnDecisionFP = $rgdNavalDemo;1
ChgRgnDecisionFP = $rgdChiefBribing;10
ChgRgnDecisionFP = $rgdChiefTreaty;3
ChgRgnDecisionFP = $rgdChiefTerritory;3
ChgRgnDecisionFP = $rgdMissionary;5
ChgRgnDecisionFP = $rgdMerchants;5
ChgRgnDecisionFP = $rgdTradepost;15
ChgRgnDecisionFP = $rgdRoad;10
ChgRgnDecisionFP = $rgdTelegraph;1
ChgRgnDecisionFP = $rgdSchool;5
ChgRgnDecisionFP = $rgdVaccination;1
ChgRgnDecisionFP = $rgdSanitation;1
ChgRgnDecisionFP = $rgdImmigrants;5
ChgRgnDecisionFP = $rgdSociety;3
ChgRgnDecisionFP = $rgdProtectorate;2
ChgRgnDecisionFP = $rgdColony;2
ChgRgnDecisionFP = $rgdStake;5
ChgRgnDecisionFP = $rgdCustoms;1
ChgRgnDecisionFP = $rgdRail;1

EndEvent

Posted: Sun Nov 24, 2013 6:10 pm
by Kensai
Well, China in this era is supposed to be colonized, not colonize itself other regions. But it's your game. :)

Posted: Mon Nov 25, 2013 3:37 am
by pen1pen
i cant seem to get this work. i copied everything on the chi events still nothing happens and i have changed the date to 1700 to 2000 still nothing happens.

Posted: Mon Nov 25, 2013 4:13 am
by Jonathan Pollard
Did you process at least one turn after you put in the new event? It's not supposed to happen instantaneously.

Posted: Mon Nov 25, 2013 8:51 am
by loki100
pen1pen wrote:i cant seem to get this work. i copied everything on the chi events still nothing happens and i have changed the date to 1700 to 2000 still nothing happens.


you'll need to edit it to make it work for China, as written its for Germany. Also, as above, you need to run a turn to make it fire.

Posted: Mon Nov 25, 2013 4:19 pm
by pen1pen
i copied all of this in the event folder chi events still nothing happens.
tell me if this is correct and is there a no time limit mod?

SelectFaction = $GER
SelectRegion = $Brandenburg
StartEvent = evt_nam_GER_Kolonialverein1882|1|2|evt_txt_GER_Kol onialverein1882|Event-img_GER_Kolonialverein1882|$Brandenburg|NULL

Conditions
MinDate = 1700/12/06
MaxDate = 2500/12/31
Probability = 50

Actions
DescEvent = evt_desc_GER_Kolonialverein1882
ChangeFacMorale = 1
ChgVPCount = 100
ChgFacRelationships = GBR;-5
ChangeUnitPool = $uni_GBA_Inf_1870C_Bde;8
ChgRgnDecisionFP = $rgdExploreParty;1
ChgRgnDecisionFP = $rgdNatExpedition;1
ChgRgnDecisionFP = $rgdGeoExpedition;1
ChgRgnDecisionFP = $rgdAnthroExpedition;1
ChgRgnDecisionFP = $rgdProspection;2
ChgRgnDecisionFP = $rgdProsecute;1
ChgRgnDecisionFP = $rgdPacify;2
ChgRgnDecisionFP = $rgdRetaliate;3
ChgRgnDecisionFP = $rgdOutpost;5
ChgRgnDecisionFP = $rgdGunboatDiplomacy;1
ChgRgnDecisionFP = $rgdNavalDemo;1
ChgRgnDecisionFP = $rgdChiefBribing;10
ChgRgnDecisionFP = $rgdChiefTreaty;3
ChgRgnDecisionFP = $rgdChiefTerritory;3
ChgRgnDecisionFP = $rgdMissionary;5
ChgRgnDecisionFP = $rgdMerchants;5
ChgRgnDecisionFP = $rgdTradepost;15
ChgRgnDecisionFP = $rgdRoad;10
ChgRgnDecisionFP = $rgdTelegraph;1
ChgRgnDecisionFP = $rgdSchool;5
ChgRgnDecisionFP = $rgdVaccination;1
ChgRgnDecisionFP = $rgdSanitation;1
ChgRgnDecisionFP = $rgdImmigrants;5
ChgRgnDecisionFP = $rgdSociety;3
ChgRgnDecisionFP = $rgdProtectorate;2
ChgRgnDecisionFP = $rgdColony;2
ChgRgnDecisionFP = $rgdStake;5
ChgRgnDecisionFP = $rgdCustoms;1
ChgRgnDecisionFP = $rgdRail;1

EndEvent

Posted: Mon Nov 25, 2013 5:37 pm
by loki100
as above, you need to adapt it so it applies to China, at the moment all you are doing is giving those items to Germany. Also I'd keep the min/max dates within the timescale of the game and you may want to remove the probability.

Learning a little about how to use the syntax is very useful, you may want to check this thread for some very basic ideas on scripting.

As Kensai says above, you are effectively breaking the game by giving China the scope to colonise, so I'll leave it to you to figure out the final steps to make this particular event work (which will help you immensely to enjoy PoN)

Posted: Mon Nov 25, 2013 5:53 pm
by pen1pen
how do i increase the loyalty of a region and how do i make a province cp 101 a national province.
is there a no time limit mod and is there a modern day scenario for this game?

Posted: Mon Nov 25, 2013 6:23 pm
by Jim-NC
pen1pen wrote:i copied all of this in the event folder chi events still nothing happens.
tell me if this is correct and is there a no time limit mod?

SelectFaction = $GER
SelectRegion = $Brandenburg
StartEvent = evt_nam_GER_Kolonialverein1882|1|2|evt_txt_GER_Kol onialverein1882|Event-img_GER_Kolonialverein1882|$Brandenburg|NULL

Conditions
MinDate = 1700/12/06
MaxDate = 2500/12/31
Probability = 50

Actions
DescEvent = evt_desc_GER_Kolonialverein1882
ChangeFacMorale = 1
ChgVPCount = 100
ChgFacRelationships = GBR;-5
ChangeUnitPool = $uni_GBA_Inf_1870C_Bde;8
ChgRgnDecisionFP = $rgdExploreParty;1
ChgRgnDecisionFP = $rgdNatExpedition;1
ChgRgnDecisionFP = $rgdGeoExpedition;1
ChgRgnDecisionFP = $rgdAnthroExpedition;1
ChgRgnDecisionFP = $rgdProspection;2
ChgRgnDecisionFP = $rgdProsecute;1
ChgRgnDecisionFP = $rgdPacify;2
ChgRgnDecisionFP = $rgdRetaliate;3
ChgRgnDecisionFP = $rgdOutpost;5
ChgRgnDecisionFP = $rgdGunboatDiplomacy;1
ChgRgnDecisionFP = $rgdNavalDemo;1
ChgRgnDecisionFP = $rgdChiefBribing;10
ChgRgnDecisionFP = $rgdChiefTreaty;3
ChgRgnDecisionFP = $rgdChiefTerritory;3
ChgRgnDecisionFP = $rgdMissionary;5
ChgRgnDecisionFP = $rgdMerchants;5
ChgRgnDecisionFP = $rgdTradepost;15
ChgRgnDecisionFP = $rgdRoad;10
ChgRgnDecisionFP = $rgdTelegraph;1
ChgRgnDecisionFP = $rgdSchool;5
ChgRgnDecisionFP = $rgdVaccination;1
ChgRgnDecisionFP = $rgdSanitation;1
ChgRgnDecisionFP = $rgdImmigrants;5
ChgRgnDecisionFP = $rgdSociety;3
ChgRgnDecisionFP = $rgdProtectorate;2
ChgRgnDecisionFP = $rgdColony;2
ChgRgnDecisionFP = $rgdStake;5
ChgRgnDecisionFP = $rgdCustoms;1
ChgRgnDecisionFP = $rgdRail;1

EndEvent


To change the event to work for China, you need to change the GER to China's tag on the line that has select faction (CHI I think, but I could be wrong). You will also need to change the event name for this to work (as you used the same name, this has probably already happened). You will want to look like this (keeping the pictures and text of the original event):

SelectFaction = $CHI
SelectRegion = $Brandenburg
StartEvent = evt_nam_CHI_Colonial1882|1|2|evt_txt_GER_Kol onialverein1882|Event-img_GER_Kolonialverein1882|$Brandenburg|NULL

Posted: Mon Nov 25, 2013 6:24 pm
by loki100
pen1pen wrote:how do i increase the loyalty of a region and how do i make a province cp 101 a national province.


You need to check the scripts in the agewiki for this

pen1pen wrote:is there a no time limit mod and is there a modern day scenario for this game?


not as far as I know, lets face it this game has over 1500 turns as it is. Almost all the modding effort is in the context of the base game.

Posted: Mon Nov 25, 2013 6:26 pm
by Jim-NC
pen1pen wrote:how do i increase the loyalty of a region and how do i make a province cp 101 a national province.
is there a no time limit mod and is there a modern day scenario for this game?


You can play certain regional cards (if China has them). If not, there is a script to do that. As to making it CP101, that depends on which version of the game you are using (it has been different for different versions). To my knowledge, there is no mod that does not have a time limit (but I am sure it can be done). But no, there is no modern scenario for this game. Even if you were to have no time limit, the technologies and unit types end at the World War 1 era.

Posted: Wed Nov 27, 2013 7:23 am
by pen1pen
how do i decrease the 101 cp of my region?

Posted: Wed Nov 27, 2013 8:53 am
by loki100
pen1pen wrote:how do i decrease the 101 cp of my region?


why do you want to?

That code is that it is part of your state but not seen as an integral part - so you have full control up to a point but can't do everything you can do in your core territories. Its a key game mechanic.

Posted: Wed Nov 27, 2013 9:37 am
by pen1pen
i want to do that so that i can send immigrants i because its 50% chinese 50% uighurs i want to make it 100% chinese

Posted: Wed Nov 27, 2013 11:02 am
by Christophe.Barot
I guess you have scripts to change ethnic composition - not sure but ...
have a look at flood events in China, I am not 100% sure but by extrapolating, removing some ouighur population and adding same amount of chinese Han is perhaps possible by script

now, I am not sure "ethnic purification" was in order in Qin dynasty China (massive Han settling is a bit more in contemporary Tibet province I guess)- as were many other actions (prevalent philosophy of Empire was rather "we're perfect, so any change is bad"), but if you want to give yourself ahistorical possibilities, your game after all

have a look also at modding PON or improving PON, you may find useful ideas

cheers

Posted: Wed Nov 27, 2013 11:31 am
by pen1pen
does this game assimilate population?

Posted: Wed Nov 27, 2013 12:23 pm
by Kensai
Yes. Over time. I suppose by assimilation you mean loyalty and ethnicity. For ethnicity, actually, I am not entirely sure... except for colonial regions actively targeted by immigration.

Posted: Wed Nov 27, 2013 12:56 pm
by pen1pen
you mean if in 1 of my province is 30% chinese 70% uighurs the uighurs will be assimalted as chinese?

Posted: Wed Nov 27, 2013 1:05 pm
by Christophe.Barot
- no, it is not victoria, population does not assimilate in terms of ethnics - as far as I saw, ouighurs won't become Han
loyalty goes to the owner of the area, but
- is a slow process, but requires presence (in majority I guess) of dominating nation loyalty
- or, as a balancing tools, changes suddenly from 0% loyalty to 100%, but this for rebels only, never a 100% polish area will become loyal to russia back - and for rebels to become back chinese, russian, german...you need your nationality loyalty to be in the province - a province loyal to poles 60% rebels 40% will NEVER revert back to Russian or german loyalty

- I can't rule out possibility of population moves (especially if you build a production facility, it seems to me population grows faster to fill the employment possibilities, but I have no hint nor certainty about that)- in your example, you build a Tea facility, your Ouighurs will stay Ouighurs, but perhaps some Han will come - no guarantee

Posted: Wed Nov 27, 2013 5:36 pm
by pen1pen
i have an idea since i cant make the pops 100% chinese we could mod the colonial decisions. at cp 101 immigrants can still be used in the colonial decision but i dont know how to do it. can someone help me?