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This is written assuming you are using Notepad++ to edit these files.

[1]

First you'll need to find the ID numbers of the provinces your new country will own at game start.
Easiest would be to run the game in Debug Mode.
In Steam you can right click the line Imperator: Rome in your installed games list and select Properties...

In the General tab right away you can look down and open the Set Launch Options...
Then just add
-debug_mode
And press OK and close the Properties window.

Then when you run the game you'll see Province ID numbers by hovering the mouse pointer over a province.

For this you'll need at least one province. I will use a currently empty province of Marsiana, ID 3794.
The current Religion of the Pops there is Tuistic and their Culture is Istvaonic.

[1b]

What things are named in game is not always the same as what they are referred to in the code, here too these are different.

Tuistic is "germanic_religion" in the code.
Istvaonic is "istvaeonic" in the code.

So sometimes if you cannot find what something is actually called in the code,
go to \\localization\english\ or another language's folder and use Ctrl F and select the Find in Files tab.
Then make sure Filters : is set to *.* and "In all sub-folders" is also selected in the same window.

Then just Find All .

[2]

You can then begin by creating a file for your new country in :
\\setup\countries\

You should create a new folder for it, so it'll look like for example :
\\setup\countries\custom\

Then create a .TXT file in that folder, let's say mycountry.TXT.
So its folder path is :
\\setup\countries\custom\mycountry.TXT

Edit it to add the following :
Code:
color = rgb { 115 194 104 }
color2 = rgb { 66 189 125 }

#gender_equality = yes

ship_names = {
 
}

The first color is the color of the country on the map. Color2 I am not sure if it does anything.
The "gender_equality" line specifies if the country allows women to be leaders right from the start.
Leave it out if it's a No, only have it there if it's a Yes.

The "#" sign indicates the rest of the line of code after it is not read by the game. Useful for comments, and disabling lines of code without removing them entirely.

[3]

Then go back a level to \\setup\countries\ and open countries.TXT in there.

Go to the very end of the file and add the line :
Code:
CUS = "setup/countries/custom/mycountry.txt"

CUS is the unique Tag of the country. If you come up with a Tag, make sure it's unique by searching the countries.TXT file for the Tag.
If it does not yet exist you're in the clear.

[4]

Next you need to specify the kind of country it is in :

\\setup\main\00_default.TXT

You can look around in the file to see how it's structured but you can also head on down to line 15929 or search the file for DLP.
That is the last Tag defined in an unmodified up to date 00_default.TXT file.

So press enter after the last bracket of DLP's entry and add the minimum info you'll need here.
It will then look like this :
Code:
        DLP = {
            government = oligarchic_republic
            primary_culture = boeotian
            religion = roman_pantheon
   
            technology={
                military_tech={ level=2 progress=0 }
                civic_tech={ level=2 progress=0 }
                oratory_tech={ level=2 progress=0 }
                religious_tech= { level=2 progress=0  }
            }

            capital = 424

            pantheon = {
   
            { deity = 103 }
            { deity = 104 }
            { deity = 105 }
            { deity = 116 }
   
            }

            treasures = { 76 99 100 }

            own_control_core = {
                424
            }
        }
        CUS = {
            government = tribal_chiefdom
            primary_culture = istvaeonic
            religion = germanic_religion
   
            capital = 3794
   
            own_control_core = {
                3794
            }
        }

[4b]

A country needs at minimum a defined form of government, primary culture and religion.
It also needs at least one province and a defined capital province. In this case they are the same.

Any province a country owns at the start cannot be also owned by other countries at the start.
So if you make a country own provinces that also belong(ed) to another country, remove them from the other country within this file.

[5]

Finally you will need the localization of the country as in what it will show up on the map as.

For that you need to go to
\\localization\english\ or any other language equivalent.

You can either add on to countries_l_english.YML or create a completely new localization file, which is recommended.
Easiest way is to just copy the countries_l_english.YML file and then rename the copy. You can name it like mymod_l_english.YML
You need to maintain the same naming suffix depending on language, in this case _l_english.YML

Then edit the new file and empty it out leaving only the first line that reads l_english:
Then add your country's Tag info and make it look like below :
Code:
l_english:
 CUS:0 "Mycountry"
 CUS_ADJ:0 "Mycountrian"

Notice the spaces before each line.

That's all you need for the country to show up in game.

The example country here can then be found on the map in the Germanic uncolonized zone.
 
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