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How to mod a countries ability to use all colonial option

Posted: Fri Sep 18, 2015 8:30 pm
by steelwarrior77
Prussia and Sardinia-Piermont cannot play all cards - I would like to change that...

Posted: Fri Sep 18, 2015 10:23 pm
by ajnatalo
They can post unification. If you want to cheat it early look in the unification events files for each country to see the code for adding the cards.

Posted: Fri Sep 18, 2015 10:36 pm
by loki100
ajnatalo wrote:They can post unification. If you want to cheat it early look in the unification events files for each country to see the code for adding the cards.


its actually a wee bit more complex than that

you need to (a) reset a country's global status (I forget exactly what this is but its the power projection ... does it see itself as a global or regional power) and then script in the cards. If you don't change the first then merely adding the cards makes no difference ... they don't show and you can't play them

so if you want to do more, or earlier, then look at the German colonial events post 1880

But I agree, the game stresses history, so till those nations have resolved their national unifications, they have no colonial focus

Posted: Sat Sep 19, 2015 7:29 am
by steelwarrior77
Thanks - I´ll try to find out - Austria, Japan and Sardinia-Piermont seem also not really able to do effective colonisation - I understand it is historical - but from a gameplay perspective it would be so much more interesting if any of these coubtries could fully colonize...

AAAAnd it workred so happy - actually it was quite easy - I took this event from the GERevents file

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

Conditions
MinDate = 1850/12/06
MaxDate = 1853/12/31
Probability = 100

Actions
DescEvent = evt_desc_GER_Kolonialverein1882

SelectFaction = $GER
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

Changed the start and end date and changed the Probability to 100 - then I looked at 1850GRC_StructsGER file in includes and changed the amount of colonial structures to the one of GBR - so the event started the next turn in my save and I can colonize unlimited now - I guess I could copy and paste the event only changing the country tags for every country now that starts out with limited colonizing options and then edit their files in includes. Would be quick and dirty even though they will all get the German Kolonialverein event ;-D But at least I can colonize without limits now ;-D

Is there somewhere a China mod - as I can read posts about playing China?

How to change a couty via console?

How to mod to make annexing provinces cheaper - or more possible ;-D