
Set_technology = is used for when you wish to have a country start off with certain pre-existing technologies (which can be found in the common/technologies folder,) omitting this means your country will simply start with nothing in the tech tree completed at all. Set_war_support = same as stability, but for war support. This is multiplied by 100 to get the in-game number. Set_stability = allows you to define the country's starting stability as a decimal-based percentage (0.7 meaning 70% stability in CAN (Canada)'s case. Set_research_slots = does what it says on the tin, major countries (U.S, France, Britain, Germany, etc.) will start with 4, minor countries in North America & Europe will have 3, and minor countries everywhere else will start with 2, not every country has this tag within their files, not having it there means that the country will default to 2 as standard. Oob = stands for Order of Battle, this is syntax telling the game to call the respective oob file (which can be found in history/units/) for that nation (and depending on the amount of action the country sees: the oob for a specific YEAR.) oob files are usually split based on whether or not they're land or naval units (defined as ,) naval units are also split up by whether or not a player owns DLC, with those who do own it using and those who don't using files. (Or, if you installed Visual Studio Code and the extensions I recommended, you can go into that, press CTRL+SHIFT+P, and type out "Preview" before clicking the preview world map option, allowing you to view the in-game map and all its debug info without having to launch! Seen below.) You can hover over a state in-game while in debug-mode in order to read off all information including state ID. They exist as nations that can be liberated/puppeted or formed.Capital = defines the location of the country's capital via a State ID, in-game, the regions that are given names (e.g the American states for example) are states, with provinces being the much smaller areas that make up individual states. Thanks to the mod is now localised in Russian :]ĭisclaimer - the game doesn't start with these nations released like the screenshots. This helps divide the map, play as a more obscure nation, or simply change history exactly how you want to. It makes sense to be able to create new nations within the decisions tab in future - but that will take a complete restart.Ī mod consisting of numerous countries - historical or otherwise plausible - that can be released and formed. I think the future of this kind of mod lies in my other, 'Formable Nations' which makes sense for me to continue. New 'state' files change other ones (like Afar). Paradox does not make it easy for me to keep up with what exactly has been changed. IMPORTANT: With further changes/rebalances from paradox, it effects 'state' files I use in this mod.
