If you’re familiar with 3D modeling then this is pretty much what you’d expect: The grayscale Heightmap handles the elevation of the terrain in the 3D in-game map, with whiter shades being higher elevation and darker being lower. This article is a guide to adding new and editing existing religions and religion groups. For instance: start_convert_$RELIGION$, religion_$RELIGION$, defender_of_the_$RELIGION$_faith and $RELIGION$_blessings.
The modifier and effect use any standard modifier/effect which scopes to a country. This number should always be the actual max + 1.
rivers.bmp controls the river placement on the map. The resolution of the trees.bmp file affects the density of trees placed. For some reason the Trees Map is of a different size and resolution than the other maps which causes a bit of an issue in making trees appear exactly where you want them, eventually I realised that I could simply resize my own trees map to the size used here and work on it from there. Also note that centres of reformation can only appear on the same continent as the province defined as the "centre_of_religion" in your religion file. If the trigger evaluates to true, the effect "add_reform_centre" can be used to add a centre of reformation to the country via event or "on_convert" effect. Here is an example of an entry in a Church Aspects file: The entry has three sections: a modifier, an effect, and instructions for AI use. It does the latter for the trees.bmp as well. rivers.bmp controls the river placement on the map. The ambient_object.txt is used to define the cosmetic 3D objects found in the map. Copy this over your original version in your mod.
The following colors are used in the rivers.bmp: heightmap.bmp determines the 3D mesh of the map. All of these attributes are optional. As the next few posts relating to the mod development will be map-centric I thought it’d be a good idea to familiarize any readers with making an EU4 map works and what kind of files and maps you actually need. Uses the HRE religious factions and thirty years war systems. For Random New World to function correctly, you need to include the following within your superregion.txt, as the game populates it with the randomly generated regions. How many centres of reformation can exist for each religion, The maximum distance a centre of reformation can convert an adjacent province, The percentage at which a centre converts a province per month, The text to display for the effect "add_reform_centre", The text to display for the effect "remove_reform_center", The text to display when hovering the mouse over a centre of reformation icon in a province, The text to display when hovering the mouse over a province being converted by a centre of reformation.
Create an entry for the religion (and a religion group, if necessary) in a religion file 2. There are also other colours such as Red, Green and Yellow which handle where the rivers join together, where rivers start, and where rivers diverge in deltas, respectively. Well modable, can add new deities for a custom religion.
EU4 Provinces Colorpicker (2017) Georgi.hdinteractive.com. and associates these categories with indexed colors found in terrain.bmp.
Required fields are marked *. However, the sea Öresund (province id: 1258) is between them both. New religions should have their own graphics and icons, and they may fail without an interface. Religion entries must contain at least the following: Country-scope modifiers are applied to a country that is a specific religion. Remembering to index your files is an early lesson any modder using Paradox’s Clausewitz Engine will learn. colormap_water.dds controls the color tint applied to water. The map relies on different image files (.bmp bitmap format) to generate different effects and properties of the map. This reduces or increases the speed of ships, affecting the speed of exploration. Thanks to a handly little Province ID map I was guided to (here), I overlayed that ontop of the basic province map so I know which colours go with which ID: A problem I’ll face later on is not knowing what ID my provinces are when I go about changing their names and statistics, but I can just bring back the default Province Map (without any black filled in areas) and try to compare colors and IDs from there or more likely I can get rid of the province name localisation files which will turn each province’s name in game to something like this: PROV1, PROV2, PROV300, etc. Also, heightmaps need to be in grayscale mode but if you just convert it normally in Photoshop (Image -> Mode -> Grayscale) i’ve found that it makes the image fuzzy and not pixel-perfect. Make the transitions between heights smooth, otherwise you will create noticeable jagged edges. Determines whether countries with a religion in the group can use the personal unions mechanic. To create new personal deities, create a new text file in the common/personal_deities folder of a mod. Red: (255, 0, 0) - Flow-in source. Disasters must be defined separately. You are not actually drawing the lake with the triangle strips! To edit these religions or to add new religions to vanilla religion groups, copy this file to a mod and edit it there. Determines the date that this religion becomes active in the game's history (will have no effect on games started before this date). The rivers.bmp file should be in Indexed mode and saved as a 8-bit bitmap image file (.BMP).