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SHAPE A GRAND TOMORROW

Paradox Development Studio invites you to build your ideal society in the tumult of the exciting and transformative 19th century. Balance the competing interests in your society and earn your place in the sun in Victoria 3, one of the most anticipated games in Paradox’s history.

THE ULTIMATE SOCIETY SIMULATOR

  • Lead dozens of world nations from 1836-1936. Agrarian or Industrial, Traditional or Radical, Peaceful or Expansionist... the choice is yours.
  • Detailed population groups with their own economic needs and political desires.
  • Reform your government and constitution to take advantage of new social innovations, or preserve the stability of your nation by holding fast to tradition in the face of revolutionaries.
  • Research transformative new technology or ideas to improve your national situation.

DEEP ECONOMIC SYSTEM

  • Expand your industry to take advantage of lucrative goods, taxing the profits to improve national prosperity.
  • Import cheap raw materials to cover your basic needs while finding new markets for your finished goods.
  • Secure vital goods to fuel your advanced economy and control the fate of empires.
  • Balance employing available labor force with the needs for new types of workers.

PLAY ON A GRAND STAGE

  • Use your diplomatic wiles to weave a tangled global web of pacts, relations, alliances, and rivalries to secure your diplomatic position on the world stage.
  • Employ threats, military prowess and bluffs to persuade enemies to back down in conflicts.
  • Increase your economic and military strength at the expense of rivals.
  • Accumulate prestige and the respect of your rivals as you build an industrial giant at home or an empire abroad.
Victoria 3
Paradox Development StudioDeveloper
Paradox InteractivePublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
Mostly Positive (19405 reviews)
Public Linux Depots:
  • Project Caligula Linux [192.72 M]
  • Project Caligula Linux Launcher [109.1 M]
Victoria 3 - Dev Diary #164 - Marvelous Modding Monday

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/ffb4db9e1181ca7f29153dcd673efe3812245b20.jpg\"][/img]

Hello everyone and Happy Monday! Systems Designer Tunay here to report that Ive been let out of the mines to bring you some of our new modding related highlights for this update and we have some important points to go through so lets not stall any further!

Database Entry Modes

To begin with, this update will break your mods and I really want to make sure to emphasize that so I\'d like to repeat myself here:

THIS UPDATE WILL BREAK YOUR MODS

Now hold on I see those pitchforks that you are raising but let me explain myself for there is a good reason for all of this. Some of you might have looked at [u]Tinto Talks #85 - Modding[/u] or, by the time you are reading this, have played and modded EU5 yourself!

One very significant change that was introduced to our scripting language in EU5 is the addition of Database Entry Modes. This feature enables you to govern how a piece of script in your mod will interact with a preexisting piece of script in either the main game or another mod through the usage of new KEYWORDS.

We are bringing this feature to Victoria 3 as well with this upcoming update and you will have to adjust your mods accordingly to the new syntax that we are now forcing upon you!

For the uninitiated amongst you allow me to take you through this system with a couple examples from my new hit mod, the lovingly dubbed Victoria Tweaks Mod 2:

As my first change I would like to reframe and buff the Peasant Levies law to really represent the spirit and strength of the Rural Folk Interest Group. To that end I can use the INJECT keyword preceding the key of the law itself to insert script into the existing law. In this case we wish to adjust the modifier block of the law itself by making it slightly more balanced

[p align=\"center\"]In script[/p]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/ee2038f4a1f4e77d67ac630d3c5760db95df0aba.png\"][/img]

[p align=\"center\"][/p]

[p align=\"center\"]and in game[/p][p align=\"center\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/ed3701091cf35878e0e22abba81a35d32c27dc92.png\"][/img][/p]

With this change the Doodlez Peasants Army will be the unstoppable armed wing of the Rural Folk!

As some of you may have noted already, injecting modifiers into existing ones is handled additively so if you for example have a modifier that increases a countrys prestige by 25% in the main game and you inject the same modifiers again but at 50% it will sum up to 75%!

There are six keywords in total, and I have listed them all here for your convenience:

[c]INJECT:key - this mode tries to inject the script into an existing entry. Errors if the respective entry does not exist.[/c]

[c]REPLACE:key - this mode replaces an existing entry with a new one. Errors if the respective entry does not exist.[/c]

[c]TRY_INJECT:key same as INJECT: but does not error if the entry does not exist.[/c]

[c]TRY_REPLACE:key same as REPLACE: but does not error if the entry does not exist.[/c]

[c]REPLACE_OR_CREATE:key = { } # Same as REPLACE: but if the entry does not exist, it will create it[/c]

[c]INJECT_OR_CREATE:key = { } # Same as INJECT: but if the entry does not exist, it will create it[/c]

If used properly these keywords will help you to avoid a lot of compatibility issues altogether as well as allow you to reorganize compatibility with several existing mods in an easier fashion, granted that you talk to your fellow modders that is!

Bear in mind that you will have to explicitly invoke these keywords and that implicit replacement will no longer be allowed and that you now have the time to update your mods accordingly!

Lastly I have added a list of databases that this new system applies to below:

[c]acceptance_statuses[/c]

[c]ai_strategies[/c]

[c]amendments[/c]

[c]battle_conditions[/c]

[c]building_groups[/c]

[c]buildings[/c]

[c]buy_packages[/c]

[c]character_interactions[/c]

[c]character_templates[/c]

[c]character_traits[/c]

[c]cohesion_levels[/c]

[c]combat_unit_groups[/c]

[c]combat_unit_types[/c]

[c]combat_unit_experience_levels[/c]

[c]commander_orders[/c]

[c]company_charter_types[/c]

[c]company_types[/c]

[c]country_creation[/c]

[c]country_definitions[/c]

[c]country_formation[/c]

[c]country_ranks[/c]

[c]country_types[/c]

[c]culture_graphics[/c]

[c]cultures[/c]

[c]decisions[/c]

[c]decrees[/c]

[c]diplomatic_actions[/c]

[c]diplomatic_catalyst_categories[/c]

[c]diplomatic_catalysts[/c]

[c]diplomatic_plays[/c]

[c]discrimination_trait_groups[/c]

[c]discrimination_traits[/c]

[c]dna_data[/c]

[c]dynamic_company_names[/c]

[c]dynamic_country_names[/c]

[c]dynamic_country_map_colors[/c]

[c]dynamic_treaty_names[/c]

[c]technology[/c]

[c]flag_definitions[/c]

[c]game_concepts[/c]

[c]geographic_regions[/c]

[c]goods[/c]

[c]government_types[/c]

[c]harvest_condition_types[/c]

[c]ideologies[/c]

[c]institutions[/c]

[c]interest_group_traits[/c]

[c]interest_groups[/c]

[c]journal_entry_groups[/c]

[c]journal_entries[/c]

[c]law_groups[/c]

[c]laws[/c]

[c]legitimacy_levels[/c]

[c]liberty_desire_levels[/c]

[c]military_formation_flags[/c]

[c]mobilization_option_groups[/c]

[c]mobilization_options[/c]

[c]objective_subgoal_categories[/c]

[c]objective_subgoals[/c]

[c]objectives[/c]

[c]parties[/c]

[c]political_lobby_appeasement (factor)[/c]

[c]political_lobby_appeasement (reason)[/c]

[c]political_lobbies[/c]

[c]political_movement_categories[/c]

[c]political_movement_pop_support[/c]

[c]political_movements[/c]

[c]pop_needs[/c]

[c]pop_types[/c]

[c]power_bloc_coa_pieces[/c]

[c]power_bloc_identities[/c]

[c]power_bloc_map_textures[/c]

[c]power_bloc_names[/c]

[c]power_bloc_principle_groups[/c]

[c]power_bloc_principles[/c]

[c]prestige_goods[/c]

[c]production_method_groups[/c]

[c]production_methods[/c]

[c]proposal_types[/c]

[c]religions[/c]

[c]social_classes[/c]

[c]social_hierarchies[/c]

[c]map_data/state_regions[/c]

[c]state_traits[/c]

[c]strategic_regions[/c]

[c]subject_types[/c]

[c]terrain_manipulators[/c]

[c]terrain[/c]

[c]themes[/c]

[c]tutorial_lessons[/c]

[c]tutorial_lesson_chains[/c]

[c]labels[/c]

[c]war_goal_types[/c]

[c]alert_groups[/c]

[c]alert_types[/c]

[c]commander_ranks[/c]

[c]scripted_buttons[/c]

[c]scripted_progress_bars[/c]

[c]treaty_articles[/c]

[c]gfx/map/city_data/city_building_vfx[/c]

[c]gfx/map/fleet_dioramas[/c]

[c]gfx/map/fleet_entities[/c]

[c]gfx/map/army_dioramas[/c]

[c]gfx/map/front_entities[/c]

[c]state_regions[/c]

[c]sound/persistent_objects[/c]

[c]music[/c]

[c]notifications[/c]

[c]modifier_type_definitions[/c]

[c]ethnicities[/c]

[c]script_values[/c]

[c]scripted_guis[/c]

[c]scripted_lists[/c]

[c]scripted_modifiers[/c]

[c]gui_animations[/c]

[c]achievements[/c]

[c]modifier_icons[/c]

[c]gfx/portraits/accessories[/c]

[c]gfx/portraits/portrait_modifiers[/c]

Building Groups Cleanup

Speaking of things that will crash your mods on startup:

For one, we have renamed a couple of buildings, you should be able to make these out very easily when the patch launches and those can be taken care of by a simple mass replace in your editor. We did this to ensure that the building keys have more consistent naming.

The second and more significant change is that state region resources now operate on building types rather than building groups. To illustrate, here\'s an example of how resource setup looks in map_data/state_regions, new vs old:

New: [c]arable_resources = { \"building_wheat_farm\" }[/c]

[c]capped_resources = {[/c]

[c]building_fishing_wharf = 4[/c]

[c]}[/c]

[c]resource = {[/c]

[c]type = \"building_oil_rig\"[/c]

[c]undiscovered_amount = 40[/c]

[c]}[/c]

Old:

[c]arable_resources = { \"bg_wheat_farms\" }[/c]

[c]capped_resources = {[/c]

[c]bg_fishing = 4[/c]

[c]}[/c]

[c]resource = {[/c]

[c]type = \"bg_oil_extraction\"[/c]

[c]undiscovered_amount = 40[/c]

[c]}[/c]

The reason for this change is that we had a lot of building groups (such as bg_wheat_farms) that only existed to make it possible to define them in resources and it made the whole building group system very unwieldy. Instead of each farm having its own building group, they are now all part of bg_staple_crops. The removed groups still exist in the database for now for legacy reasons but aren\'t used anymore, and will be fully removed in 1.13.

To make the transition a bit less painful we have added reverse read support so if you input a building group in resources it\'ll try to read the building group\'s default building type. This support will be killed in 1.13 though, so it\'s still a good idea to update your mod to the new format!

Moddable War Goals

Anyways with that out of the way let\'s move on to our next topic: scripted war goal types!

We know that this is something that a lot of you have been requesting for a very long time which is why I\'m happy to finally be able to say that we did it. To this end, we have finally added a new database in the form of the common/war_goal_types folder. (Thank you Alex! :) )

When the update arrives this folder will be filled with our regular war goals which have been transferred to this system as well though with the caveat that a lot of the vanilla ones have behaviours that are governed in code so make sure that you are careful when you are modifying them instead of just adding new ones.

I didnt have the time to add a cool new war goal to VTM2 which is why im just going to do us both a favour and toss in the example documentation here, enjoy!

[c]some_war_goal = {[/c]

[c]icon = \"gfx/interface/icons/war_goals/icon.dds\"[/c]

[c] [/c]

[c]### List of Kinds[/c]

[c]# annex_country[/c]

[c]# ban_slavery[/c]

[c]# Will convert to law commitment treaty article for slavery banned[/c]

[c]# colonization_rights[/c]

[c]# conquer_state[/c]

[c]# contain_threat[/c]

[c]# enforce_treaty_article[/c]

[c]# force_nationalization[/c]

[c]# foreign_investment_rights[/c]

[c]# Will convert to investment rights treaty article[/c]

[c]# humiliation[/c]

[c]# increase_autonomy[/c]

[c]# independence[/c]

[c]# join_power_bloc[/c]

[c]# leave_power_bloc[/c]

[c]# liberate_country[/c]

[c]# liberate_subject[/c]

[c]# make_dominion[/c]

[c]# make_protectorate[/c]

[c]# make_tributary[/c]

[c]# open_market[/c]

[c]# reduce_autonomy[/c]

[c]# regime_change[/c]

[c]# return_state[/c]

[c]# revoke_all_claims[/c]

[c]# revoke_claim[/c]

[c]# secession[/c]

[c]# take_treaty_port[/c]

[c]# Will convert to treaty port treaty article[/c]

[c]# transfer_subject[/c]

[c]# unification[/c]

[c]# unification_leadership[/c]

[c]# custom[/c]

[c]# No predefined effect. In case you only want to execute the on_enforced effect, but nothing else.[/c]

[c]kind = war_goal_kind # The Kind of the war goal defines the code-side predefined package of behavior that war goal will have, primarily defining what effect the war goal has when executed.[/c]

[c] [/c]

[c]### List of settings[/c]

[c]# require_target_be_part_of_war[/c]

[c]# Target country has to be in the war, can\'t target neutral countries[/c]

[c]# can_add_for_other_country[/c]

[c]# Allows adding the goal for other participating countries[/c]

[c]# annexes_entire_state[/c]

[c]# Flag for if the goal is expected to always annex the entire target state. This is used to calculate conflicts with other goals[/c]

[c]# annexes_entire_country[/c]

[c]# Flag for if the goal is expected to always annex the entire target state. This is used to calculate conflicts with other goals[/c]

[c]# country_creation[/c]

[c]# Flag for if the goal creates a new country[/c]

[c]# overlord_is_stakeholder[/c]

[c]# Flag for if the stakeholder of the war goal should be the overlord rather than the target country itself[/c]

[c]# can_target_decentralized[/c]

[c]# If the war goal can target decentralized countries[/c]

[c]# has_other_stakeholder[/c]

[c]# If the war goal has a different stakeholder than the target itself[/c]

[c]# turns_into_subject[/c]

[c]# If the war goal turns the target country into a subject. For conflict resolution purposes[/c]

[c]# skip_build_list[/c]

[c]# If the war goal should be available to be picked in the diplomatic play or not[/c]

[c]# targets_enemy_subject[/c]

[c]# If the war goal should target an enemy subject specifically rather than all enemies in the war goal[/c]

[c]# targets_enemy_claims[/c]

[c]# If the war goal should target the claims of a country, rather than the country itself[/c]

[c]# requires_interest[/c]

[c]# If the war goal requires you to have an interest in the relevant strategic zone[/c]

[c]# debug[/c]

[c]# No effect, used for code debug purposes.[/c]

[c]# validate_subject_relation[/c]

[c]# Validation behavior that checks if the resulting subject relation of this war goal is valid[/c]

[c]# validate_formation_candidate_self[/c]

[c]# Validation check to make sure the goal holder is a formation candidate[/c]

[c]# validate_formation_candidate_target[/c]

[c]# Validation check to make sure the goal target is a formation candidate[/c]

[c]# validate_sole_formation_candidate[/c]

[c]# Validation check to make sure the goal holder is the only formation candidate[/c]

[c]# validate_target_not_treaty_port[/c]

[c]# Validation check to make sure the target state is not a treaty port[/c]

[c]# validate_join_power_bloc[/c]

[c]# Special validation for join power bloc war goal kind[/c]

[c]# validate_colonization_rights[/c]

[c]# Special validation for colonization rights war goal kind[/c]

[c]# validate_force_nationalization[/c]

[c]# Special validation for force nationalization war goal kind[/c]

[c]# validate_foreign_investment_rights[/c]

[c]# Special validation for investment rights war goal kind[/c]

[c]# validate_regime_change[/c]

[c]# Special validation for regime change war goal kind[/c]

[c]# validate_contain_threat[/c]

[c]# Special validation for contain threat war goal kind[/c]

[c]# validate_revoke_claims[/c]

[c]# Special validation for revoke claims war goal kind[/c]

[c]# validate_increase_autonomy[/c]

[c]# Special validation for increase autonomy war goal kind[/c]

[c]# validate_take_treaty_port[/c]

[c]# Special validation for take treaty port war goal kind[/c]

[c]# validate_independence[/c]

[c]# Special validation for independence war goal kind[/c]

[c]# validate_conflicts_war_goals_holder[/c]

[c]# Validate conflicts with war goals of the same type from holder[/c]

[c]# validate_conflicts_war_goals_all[/c]

[c]# Validate conflicts with war goals of the same type from all participating countries[/c]

[c]# validate_conflicts_conquer_state[/c]

[c]# Validate conflicts with war goals that conquer states (i.e. that have the conflicts_with_annex_state)[/c]

[c]# validate_conflicts_annex_country[/c]

[c]# Validate conflicts with war goals that annex countries (i.e. that have the conflicts_with_annex_country)[/c]

[c]# validate_conflicts_make_subject[/c]

[c]# Validate conflicts with war goals that make new subjects (i.e. that have the conflicts_with_make_subject)[/c]

[c]# validate_conflicts_existing_subject[/c]

[c]# Validate conflicts with war goals that make new subjects (i.e. that have the conflicts_with_make_subject)[/c]

[c]# conflicts_with_make_subject[/c]

[c]# Marks the war goal as potentially conflicting with make subject war goals[/c]

[c]# conflicts_with_country_creation[/c]

[c]# Marks the war goal as potentially conflicting with country creation war goals[/c]

[c]# conflicts_with_annex_country[/c]

[c]# Marks the war goal as potentially conflicting with annex country war goals[/c]

[c]# conflicts_with_annex_state[/c]

[c]# Marks the war goal as potentially conflicting with annex state war goals[/c]

[c]# conflicts_with_existing_subject[/c]

[c]# Marks the war goal as potentially conflicting with existing subject war goals[/c]

[c]settings = { # Settings further customize how the war goal is treated in different checks. A war goal can only have one kind, but multiple settings.[/c]

[c]setting_1[/c]

[c]setting_2[/c]

[c]}[/c]

[c] [/c]

[c]execution_priority = 80[/c]

[c] [/c]

[c]### List of Contestion Types[/c]

[c]# control_target_state[/c]

[c]# control_target_country_capital[/c]

[c]# control_any_target_country_state[/c]

[c]# control_any_target_incorporated_state[/c]

[c]# control_own_state[/c]

[c]# control_own_capital[/c]

[c]# control_all_own_states[/c]

[c]# control_all_target_country_claims[/c]

[c]# control_any_releasable_state[/c]

[c]contestion_type = control_type[/c]

[c] [/c]

[c]## Target Type[/c]

[c]#What kind of entity the war goal primarily \"targets\". This primarily defines how the game generates potential alternatives for each war goal type when selecting one from the diplomatic play panel. Most war goal kinds will require a specific target type to work well and can\'t be changed (i.e. Conquer State can\'t have a Treaty Article target type). This field primarily allows you to have custom war goals target different entities.[/c]

[c] [/c]

[c]### List of Target Types[/c]

[c]# Country[/c]

[c]# Loops over enemy countries to generate war goal alternatives[/c]

[c]# State[/c]

[c]# Loops over states belonging to enemy countries[/c]

[c]# Treaty Article[/c]

[c]# Loops over article types and then enemy countries[/c]

[c]target_type = target_type[/c]

[c] [/c]

[c]possible = {[/c]

[c]# trigger to determine if a goal with its target data is listed when selecting a war goal in the diplo play panel[/c]

[c]# scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c]

[c]}[/c]

[c] [/c]

[c]valid = {[/c]

[c]# trigger in addition to some basic validation code-side[/c]

[c]# scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c]

[c]}[/c]

[c] [/c]

[c]maneuvers = {[/c]

[c]# script value[/c]

[c]# scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c]

[c]value = 10[/c]

[c]}[/c]

[c] [/c]

[c]infamy = {[/c]

[c]# script value[/c]

[c]# scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c]

[c]value = 15[/c]

[c]}[/c]

[c] [/c]

[c]on_enforced = {[/c]

[c]# script effect on top of the predefined code effect[/c]

[c]# scopes: root = holder, creator_country, diplomatic_play, target_country, target_state, stakeholder, target_region, article_options[/c]

[c]}[/c]

[c]}[/c]

Contextless Journal Entries

Contextless Journal Entries, or Global JEs as I will refer to them from here on out, are a new type of journal entry flag. Before we proceed to the cool part of this I have to give you yet another warning for this update will also break many of your JEs!

To unbreak them you will have to go to your journal entry groups (in common/journal_entry_groups) and ensure that your custom groups have a context set. You can do that by simply adding one of the two context flags to all of your JE groups:

context = none/country

With country being the default one that you should attach to all your regular JE groups that are simply spawned and attached to a country and None being the new context that we use for Global Journal Entries.

Global JEs themselves are scripted much like any other Journal Entry but they come with a bunch of new additional triggers and effects to account for the fact that they may be a shared object between several countries. It should be pretty self explanatory overall but it\'s a really cool and exciting feature that we will use a lot going forward and we can\'t wait to see you all get your hands on it as well!

[p align=\"center\"]The Peru-Bolivia Confederation is an example of an existing piece of content that has been updated to use this new system[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/55251a6da4f95481d528355d712c1071dbbebfc2.png\"][/img][/p]

Below I have attached an example Global JE from our internal testing that we called the Lippe Crisis.

[c]# Sample JE for global journal entries[/c]

[c] [/c]

[c]je_global_test = {[/c]

[c]icon = \"gfx/interface/icons/event_icons/event_map.dds\"[/c]

[c] [/c]

[c]group = je_group_global_test[/c]

[c] [/c]

[c]is_shown_when_inactive = {[/c]

[c]always = no[/c]

[c]#always = yes[/c]

[c]}[/c]

[c][/c]

[c]modifiers_while_active = {[/c]

[c]lippe_crisis_ongoing[/c]

[c]}[/c]

[c] [/c]

[c]scripted_button = je_global_test_button[/c]

[c]scripted_button = je_global_test_button_2[/c]

[c][/c]

[c]should_be_involved = {[/c]

[c]OR = {[/c]

[c]country_rank >= rank_value:great_power[/c]

[c]country_definition = cd:LIP[/c]

[c]country_definition = cd:SCM[/c]

[c]}[/c]

[c]}[/c]

[c][/c]

[c]should_show_when_not_involved = {[/c]

[c]OR = {[/c]

[c]country_rank >= rank_value:major_power[/c]

[c]country_definition = cd:LIP[/c]

[c]country_definition = cd:SCM[/c]

[c]}[/c]

[c]}[/c]

[c] [/c]

[c]possible = {[/c]

[c]always = no[/c]

[c]}[/c]

[c] [/c]

[c]complete = {[/c]

[c]any_country = {[/c]

[c]count < 1[/c]

[c]OR = {[/c]

[c]country_definition = cd:LIP[/c]

[c]country_definition = cd:SCM[/c]

[c]}[/c]

[c]}[/c]

[c]}[/c]

[c] [/c]

[c]fail = {[/c]

[c]any_country = {[/c]

[c]count > 2[/c]

[c]OR = {[/c]

[c]country_definition = cd:LIP[/c]

[c]country_definition = cd:SCM[/c]

[c]}[/c]

[c]}[/c]

[c]}[/c]

[c][/c]

[c]immediate_all_involved = {[/c]

[c]if = {[/c]

[c]limit = { exists = c:LIP }[/c]

[c]change_relations = { country = c:LIP value = -10 }[/c]

[c]}[/c]

[c]if = {[/c]

[c]limit = { exists = c:SCM }[/c]

[c]change_relations = { country = c:SCM value = -10 }[/c]

[c]}[/c]

[c]}[/c]

[c][/c]

[c]on_become_involved_after_activation = {[/c]

[c]if = {[/c]

[c]limit = { exists = c:LIP }[/c]

[c]change_relations = { country = c:LIP value = -10 }[/c]

[c]}[/c]

[c]if = {[/c]

[c]limit = { exists = c:SCM }[/c]

[c]change_relations = { country = c:SCM value = -10 }[/c]

[c]}[/c]

[c]}[/c]

[c] [/c]

[c]on_no_longer_involved = {[/c]

[c]if = {[/c]

[c]limit = { exists = c:LIP }[/c]

[c]change_relations = { country = c:LIP value = 10 }[/c]

[c]}[/c]

[c]if = {[/c]

[c]limit = { exists = c:SCM }[/c]

[c]change_relations = { country = c:SCM value = 10 }[/c]

[c]}[/c]

[c]}[/c]

[c] [/c]

[c]on_complete_all_involved = {[/c]

[c]add_modifier = { name = lippe_crisis_averted years = 10 }[/c]

[c]}[/c]

[c][/c]

[c]on_fail_all_involved = {[/c]

[c]add_modifier = { name = lippe_crisis years = 10 }[/c]

[c]}[/c]

[c][/c]

[c]on_timeout_all_involved = {[/c]

[c]add_modifier = { name = lippe_crisis years = 10 }[/c]

[c]}[/c]

[c][/c]

[c]on_weekly_pulse = {[/c]

[c]effect = {[/c]

[c]scope:journal_entry = {[/c]

[c]every_scope_je_involved = {[/c]

[c]limit = {[/c]

[c]NOR = {[/c]

[c]country_rank >= rank_value:great_power[/c]

[c]country_definition = cd:LIP[/c]

[c]country_definition = cd:SCM[/c]

[c]}[/c]

[c]}[/c]

[c][/c]

[c]scope:journal_entry = { remove_involved_country = prev }[/c]

[c]}[/c]

[c]}[/c]

[c][/c]

[c]scope:journal_entry = { remove_involved_country = c:FRA }[/c]

[c]scope:journal_entry = { add_involved_country = c:ARG }[/c]

[c]}[/c]

[c]}[/c]

[c] [/c]

[c]weight = 1000[/c]

[c][/c]

[c]timeout = 1825[/c]

[c] [/c]

[c]should_be_pinned_by_default = yes[/c]

[c]}[/c]

Geographic Regions

Another new feature we have added is Geographic Regions, these are arbitrarily defined and static script lists that you can use for all sorts of triggers and checks.

[p align=\"center\"]Geographic Regions also come with map highlighting![img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/c3b93ee226c147367e98fbced79c433c6b94cf43.png\"][/img][/p]

Adding these geographic regions is exceedingly simple, you first create a new file in your common/geographic_regions folder and write your lists into them:

[p align=\"center\"]Some new geographic regions in Central Asia\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/ccafeb63ea5bbc41866501ef1720b913fb9f568a.png\"][/img][/p]

Ill also toss in the documentation for those:

[c]geographic_region_key = {[/c]

[c]# All state/strategic regions are added together to form a geographic region[/c]

[c] [/c]

[c]# the key to access this in script lists i.e __in_europe[/c]

[c]short_key = \"europe\"[/c]

[c] [/c]

[c]# The Strategic Regions this geographic region encompasses[/c]

[c]strategic_regions = { sr: sr: sr: }[/c]

[c] [/c]

[c]# The State Regions this geographic region encompasses[/c]

[c]state_regions = { }[/c]

[c]}[/c]

[c] [/c]

[c]# Add a \"_desc\" localization key to include fluff/lore description of your geographic region[/c]

Regional Production Methods

One new feature that is very closely tied to Geographic Regions is the ability to define Production Methods that are specific to a part of the world, which allows us to add a lot more variation into the mix even for existing buildings, by for example unlocking special Coffee Production Methods in the Humid Coffee Belt Geographic Region.

Please keep in mind that all numbers and designations you see below are very much work in progress!

[p align=\"center\"]While some geographic regions are more restricted in their size, the Humid Coffee Belt spans a larger part of the world:\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/4ae08f93a0b72f29b87b5d5abed5e7812393d9df.png\"][/img][/p]

Culturally Defined Name Order

You can now define the order in which names are represented via a new flag in the cultures database, by default this will be set to first_last but you may now also opt into last_first instead, meaning last or family names will be first and personal or first names will be put last.

[p align=\"center\"]Korean is one of the cultures that uses this new naming scheme. Here we have Queen-Regent Myeonggyeong, wait, was she always here?\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/f2b6fa8b56eb2d0d08a63b208b0153453f768f77.png\"][/img][/p]

We have applied this system to cultures across the world that we found it applicable to. Be honest with me, how many of you knew that traditionally Hungarian also puts last names first?

The Console

The console buttons have also received a bit of a facelift including a bunch of new buttons for commonly used commands and cheats.

The eagle-eyed amongst you may also have spotted the new Inspect Country button which will open up the script runner window for your currently selected or observed country. You can also open up the inspector via console command. For example inspect_country GBR will open up the window for Great Britain.

[p align=\"center\"]Look at my buttons, ye Mighty![/p][p align=\"center\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/517b41bc4867fef6a465aa4a8ad3f0021df71c32.png\"][/img][/p]

Inspired by CK3 we have also added some more contextual debug buttons elsewhere, like a right-click menu button to kill a selected character for example. Purely for testing purposes of course!

We plan on adding more in the future.

[p align=\"center\"]Please welcome our newest employee![/p][p align=\"center\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40579353/8a417abd242e161208ebcbc8fe274fdeb3b41385.png\"][/img][/p]

Script Only Modifiers

At long last, we have also added the ability to properly define script only modifiers, or fake modifiers as I like to call them. By adding a script_only = yes flag to your modifier in common/modifier_type_definitions. Doing this will suppress the error that you would otherwise receive and should no longer clog up your error log.

Law Amendments

Law Amendments, as introduced by Victoria in the last [u]Dev Diary[/u] , are also completely moddable of course! You can define amendments in the newly created common/amendments database and then add them to your laws via a new effect.

I\'ll once again add an example below:

[c]amendment_test = {[/c]

[c]parent = law_peasant_levies # optional reference to a law that dictates what stances IGs and movements have toward this amendment[/c]

[c] [/c]

[c]allowed_laws = { # list of laws that the amendment can be added to[/c]

[c]law_professional_army[/c]

[c]law_national_militia[/c]

[c]law_mass_conscription[/c]

[c]law_census_voting[/c]

[c]}[/c]

[c] [/c]

[c]modifier = {}[/c]

[c] [/c]

[c]tax_modifier_very_low = {}[/c]

[c]tax_modifier_low = {}[/c]

[c]tax_modifier_medium = {}[/c]

[c]tax_modifier_high = {}[/c]

[c]tax_modifier_very_high = {}[/c]

[c] [/c]

[c]possible = {[/c]

[c]always = yes[/c]

[c]}[/c]

[c] [/c]

[c]can_repeal = { always = yes }[/c]

[c] [/c]

[c]ai_will_revoke = {[/c]

[c]always = yes[/c]

[c]}[/c]

[c]}[/c]

[c] [/c]

[c]# The effect:[/c]

[c]## add_amendment[/c]

[c]Adds an amendment to the scoped law.[/c]

[c]add_amendment = {[/c]

[c]type = amendment_example[/c]

[c]sponsor = interest_group[/c]

[c]cooldown = 120 # months[/c]

[c]timeout = 240 # months (optional, 0 = none)[/c]

[c]}[/c]

[c]**Supported Scopes**: law[/c]

Well looking back that was quite a lot, but not everything! As always we have added a range of new triggers, modifier types, effects and smaller improvements to modding to the game but since we have already amassed this rather large list and the Dev Diary is getting long I\'ll leave the rest of it up to the changelog in a couple of weeks.

Once again I would like to thank you all for your continued support and the incredible mods that you are all creating out there! :)

Next time you will see us in dev diaries is this Thursday, where we will tell you all about Spain both in Update 1.12 and in Iberian Twilight.

[ 2025-11-10 15:00:06 CET ] [Original Post]

Minimum Setup

  • OS: TBC
  • Processor: TBC
  • Graphics: TBCSound Card: TBC

Recommended Setup

  • OS: TBC
  • Processor: TBC
  • Graphics: TBCSound Card: TBC
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