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I'm pretty sure that Sol is on the outer edge... but in the end, we are above the galatic plane as of now anyway... the sun is to the galaxy what pluto is from Sol. We pass through the arm and then are below the galaxy, then we heard through the arm again... this happens over the course of several billion years... so no matter...

I'll talk to my uncle (who works with Nasa) and see what he thinks about the placement of Sol and which planets should be included in it... I assume they should just be:

Terra (Duhhhhhhhhhhhhhh)
Mars
Titan
Io
And the big moon around Neptune....

The region will be known as "Sol"
 
Well, as I said, it says so in the same link that provided the picture:
... astronomers still place the Sun beyond the central bar region, about a third of the way in from the Milky Way's outer edge.

Considering that it is NASA's website, I doubt it's wrong. ;)
 
Reveilled said:
Well, as I said, it says so in the same link that provided the picture:


Considering that it is NASA's website, I doubt it's wrong. ;)
These are the people who missed a planet (mars) 'cuz someone made i-e's programming the trajectory... (I-E is an "Idiotic Error", such as 2+2=5)

Plus I believe Sagan said it is on the outside... but it between our two marks, about 1/3 the way in... :rolleyes:
 
For the Sol System, inwards to outwards:

Terra/Earth
Mars
Ganymede (Io is bathed in radiation from Jupiter and has continually erupting volcanoes)
Titan
Triton (The big moon of Neptune)
 
Aha, we have got going.
Just to throw in a random fact:
It is possible to make a province uncolonisable, by making it have a colonisation in progress by REB, that will end well after the game ends, and move the icon outside the map.
So we can still have the other planets in if needed, and just make them uncolonisable, but still treadable. :)

Also, we could add images onto the map to make them look more planet-like (in vanilla, this feature is used to add mountains etc. to the normal map view (for example in the province of Kola, northern Russia.))
 
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I'm not very good with editing yet but I would like to offer my services with later scenario production, like event scripting. This is an awesome project and I'm looking forward to seeing what can come from it. ;)
 
Badawi said:
I'm not very good with editing yet but I would like to offer my services with later scenario production, like event scripting. This is an awesome project and I'm looking forward to seeing what can come from it. ;)
There is no-one stopping you from doing events now. ;)
Nice to have you onboard, the more the merrier. :D
 
Something like this?

Code:
#########################################################################
#  Smugglers!
#########################################################################
event = { 

	id = 1000
	random = yes
	country = ---
	trigger = { year = 1550 exists = --- }
	name = "Smugglers"
	desc = "Certain persons are known to try and avoid inter-solar taxes by illegal means.This hurts you economy. However, sometimes the chance to stop smugglers and the their backers present"
	style = 1
	action_a = {
			name = "Start a Massive Campaign Against the Trade"
			command = { type = warships which = 1389 value = 2 }
			command = { type = relation which = --- value = -25 }
			command = { type = cash value = -10 }
		}

	action_b = {
			name = "Allow the Illegal Trade to Continue"
			command = { type = relation which = --- value = 25 }
			command = { type = vp value = 5 }
			command = { type = cash value = -5 }
		}

	action_c = {
			name = "Crack Down on the Smugglers!"
			command = { type = relation which = --- value = -5 }
		}



	}
 
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Yes, but should the "allow to continue" choice perhaps hurt the base tax value of a province?
And also, I guess it will need to be scaled to country size.
:D
 
King of Minors said:
Yes, but should the "allow to continue" choice perhaps hurt the base tax value of a province?
And also, I guess it will need to be scaled to country size.
:D

Why not? I would also need to know what tags you are giving to what states and such.
 
Badawi said:
Why not? I would also need to know what tags you are giving to what states and such.
Ooh, you went well past what has even been talked about there. We haven't even agreed on what nations should be in. That is why random events are probably the only type you can do now, except of course if you want to draw up a list of nations? ;)
 
King of Minors said:
Ooh, you went well past what has even been talked about there. We haven't even agreed on what nations should be in. That is why random events are probably the only type you can do now, except of course if you want to draw up a list of nations? ;)

Well, for now, I can work on the random events and leave the tag places blank with "---" to be filled later. Maybe creating a list of states and giving out tags is the next step so that event production can go on while the map is being created?
 
I'll just drop events here as I get through editing their bits so that you guys can approve them. Generally, once I get going, there will be a larger batch at once.

Code:
#########################################################################
# Unexpected Invention
#########################################################################
event = { 

	id = 1014
	random = yes
	name = "New Invention"
	desc = "In this period of time new concepts and items are always being thought up which improve the standard of living. These invention often help to increase income"
	style = 0

	action_a = {
			name = "OK"
			command = { type = gainmanufactory which = -1 value = 2 }
		}

	}

Code:
#########################################################################
# Rush of Merchants
#########################################################################
event = { 

	id = 1015
	random = yes
	name = "Rush of Merchants"
	desc = "New markets open up every day as the vastness of the black-beyond is charted. As explorers discover new spices and precious items, merchants will jump to get a profit."
	style = 0

	action_a = {
			name = "OK"
			command = { type = merchants value = 5 }
		}

	}
 
I believe that this mod is very good.
I have also some suggestions for the modifications
Of course is for the late editing.

Energy can be used instead of Ducats
Space Pirates and Smugglers instead of Pirates only
Spaceport in place of Shipyard
Political Ideals in place of religion
Interplanentary Loan in place of National Loan
Interstellar Loan in place of International Loan
Interstellar Alliance instead of Holy Roman Empire
and others
 
constantinos1 said:
I believe that this mod is very good.
I have also some suggestions for the modifications
Of course is for the late editing.
Glad you like it.
constantinos1 said:
Energy can be used instead of Ducats
Or perhaps credits?
constantinos1 said:
Space Pirates and Smugglers instead of Pirates only
AFAIK only one type of pirate (nation) is allowed.
constantinos1 said:
Spaceport in place of Shipyard
Yes, that has been discussed earlier.
constantinos1 said:
Political Ideals in place of religion
Probably we will end up with something like that, religious effects can also be changed.
constantinos1 said:
Interstellar Alliance instead of Holy Roman Empire
and others
Yes, that raises the question: What should we do about the HRE? Should we have it as a democratic nation or as an Alliance as you suggest.

But anyway, let's not get ahead of ourselves, the map isn't finished yet. :D

EDIT: Nice events Badawi. :)
 
Can we change things like that, constantinos1? I thought stuff like religion names were hard-coded. If not, then I see some interesting ideas.

On another note have any of you guys read the book Dune? When I talk about spices in the events I'm using the term in the same
context as the book.

Code:
#########################################################################
# Merchants Harassed
#########################################################################
event = { 
	id = 1070
	random = yes
	name = "Merchants Harassed"
	desc = "In order to exploit the vast inter-planetary market, traders must travel great distances across space and pass through many areas controlled by hostile nations. Sometimes merchants are subjects to raids and harsh treatment from the inhabitants of the areas through which they pass."
	style = 0
	action_a = {
			name = "Complain About the Treatment"
			command = { type = casusbelli which = -1 value = 60 }
			command = { type = relation which = -3 value = -50 }
		}
	action_b = {
			name = "Do Nothing"
			command = { type = relation which = -3 value = 25 }
		}
	}

Code:
#########################################################################
# Regional Population Boom
#########################################################################
event = { 
	id = 1071
	trigger = { year = 1550  }
	random = yes
	name = "Population Boom"
	desc = "Occasionally the population of an area will undergo a period of rapid enlargement during a time of prosperity and increased exploitation of efficient birthing and reproductive medicine. The new folk can either be settled in populated areas or sent to colonize the unkown"
	style = 0
	action_a = {
			name = "Encourage Colonization"
			command = { type = colonists value = 2 }
		}
	action_b = {
			name = "Do Not Encourage Colonization"
			command = { type = population which = -2 value = 2000 }
		}
	}

Code:
#########################################################################
# Petition for Redress
#########################################################################
event = { 
	id = 1072
	random = yes
	name = "Reforms"
	desc = "In general, most inter-planetary states, or merely single planet forces, are ruled under a centralized or decentralized manner. Sometimes the lower-class of citizens in a realm will demand the form of the government be changed to better align with their whims."
	style = 0
	action_a = {
			name = "Allow Reform"
			command = { type = stability value = -4 }
			command = { type = domestic which = centralization value = 1 }
		}
	action_b = {
			name = "Deny Requests for Reform"
			command = { type = stability value = -1 }
			command = { type = provincetax which = -1 value = -1 }
			command = { type = revolt which = -3  }
		}
	}


Code:
#########################################################################
# Grant Nobles Aid
#########################################################################
event = { 
	id = 1073
	random = yes
	name = "A Provincial Leader Requests Aid"
	desc = "Most conventional space empires, including yours, rely upon minor nobles to administrate vast swatches of land. Sometimes those noble get themselves into hot water by acquiring massive debts or setting their subjects into revolt by imposing harsh laws, like the re-condemnation of drugs."
	style = 0
	action_a = {
			name = "Aid the Leader"
			command = { type = cash value = -75 }
		}
	action_b = {
			name = "Let the Leader Handle the Situation"
			command = { type = stability value = -1 }
		}
	}

Code:
#########################################################################
# Foreign Trade Competition Rises
#########################################################################
event = { 
	id = 1075
	random = yes
	name = "Market Competition"
	desc = "As new markets are discovered, merchants flood into them. Over time some markets, most notably those dealing with the expensive spices, are overrun with traders. At that point, it becomes harder for your merchants to peddle their wares, causing large economic problems like stocks failing"
	style = 0
	action_a = {
			name = "Encourage Tarrifs to Help Trade"
			command = { type = domestic which = mercantilism value = 1 }
		}
	action_b = {
			name = "Encourage Free Trade to Help Commerce"
			command = { type = domestic which = mercantilism value = -1 }
		}
	}

Code:
#########################################################################
# Exceptional Court Painter Available
#########################################################################
event = { 
	id = 1076
	trigger = { NOT = { year = 1575 } }
	random = yes
	name = "New-Wave Artist Offers Services"
	desc = "An artist who is trained in the radical modern style has offered to glorify your empire's history in a way that will appeal to the troubled youth"
	style = 0
	action_a = {
			name = "Employ the Artist"
			command = { type = cash value = -50 }
			command = { type = domestic which = innovative value = 1 }
			command = { type = vp value = 5 }
		}
	action_b = {
			name = "Send the Artist on his Way"
			command = { type = vp value = -5 }
		}
	}
 
King of Minors said:
But anyway, let's not get ahead of ourselves, the map isn't finished yet. :D
Yes, you are correct but we can make a preliminary research how the game will be developed.


I think that the religions and all of this staff can be changed.
I have seen it at another mod of EUII
 
constantinos1 said:
Yes, you are correct but we can make a preliminary research how the game will be developed.
Of course. Try looking through the file text.csv in the folder config and see if there is anything you want to change. :)