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ErrantOne

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May 8, 2001
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I have been asking myself why are there limits to the country tags? I doubt they are hard-coded somewhere in the engine, but you never know. What seemed most plauseable is that there has to be the associated 'other' files to support the country tag. What these other files are would need looking in to. Has anyone tried to make use a new country tag? Seems like it would use at least the following data to be internally valid to the engine:

*have associated graphics files: flag, shield, army animation, navy? animation

*have a its own row diplomatix, and corresponding column entries for other countries. (this could be a fixed limit if the diplo system uses fixed size array)

???anything else???

Has anyone experimented with creating a new country tag from scratch? If so what did you do? How did it turn out?
 
Somwhere i read that tags are hardcoded.
And they are in every single little file in the game so it would take ages to add it.
 
Yes, it is perplexing. I do remember that Hartmann or Doomie got the word from the developers some time ago.

A supporting argument that it is hard-coded is that religious affinity for countries and provinces do not seem to be stated in any of the files we have access to.
 
Them too.

Has anyone created a list of tags and known restrictions, values, etc. It would be very useful to the larger community.

Things associated with a tag that I know of are:

- default leaders
- religious affinity (for lack of a better term). I'm getting at the affinity for changing religion in particular.
- army graphics
- "special". For example NAT, REB, etc. have special behavior.
 
Yes, it is perplexing. I do remember that Hartmann or Doomie got the word from the developers some time ago.
very good to know. was this posted somewhere in the IGC thread maybe?

:cool:
ErrantOne
 
I think it was posted in an IGC thread circa IGC1.5 (February, I think). Heck, it might be in the very long IGC thread that still exists (1000+ posts).

Did a little looking around and found the original posts (it is the big IGC thread). The link to page 4: http://www.europa-universalis.com/forum/showthread.php?threadid=3671&perpage=25&pagenumber=4 . It doesn't show positive feedback that the developers said there was a limit, though.

To ai behavior. I got the impression that some countries have specific ai code above and beyond the ai files - who knows? - from the same era in IGC threads. Also, there is always a semantic problem when referring to "ai". Is it code, or is it stuff like CB shields, etc.?
 
Last edited:
Originally posted by State Machine
To ai behavior. I got the impression that some countries have specific ai code above and beyond the ai files - who knows? - from the same era in IGC threads. Also, there is always a semantic problem when referring to "ai". Is it code, or is it stuff like CB shields, etc.?

It is the code, and CB shields is a way to help the AI.
 
Unfortunately, I am positive that the available country tags are hardcoded into the game.

The same goes for the special AI behaviour. Some of it can be set in the .ai files, and a little more in the .inc file, but much of it appears to reside in the code, tied to the tag. E.g. I don't think you can get any nation to colonize with the gusto of Spain.
 
i have been trying to create my own country from scratch and cannot do it. I asked the question about "creating countries from scratch" just tonight. In the "Creating Countries from scratch", post in this FAQ forum. I outlined exactly what I did. Check it out. Hopefully you can see something I missed.
 
I had similar thoughts myself on creating new tags. Oh well, now I know better. :(

Maybe when it comes to EU 2, Paradox, knowing how much fun we have in designing mods, will give us a couple of dozen unused tags for us to play with. That would satisfy our need for as many nations as possible. :D
 
A couple of dozen.

That's technically 24, but here in the Midwest, were "couple" used in this way can mean any low number below five, that's potentially up to 60! :)