• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MoralMonster

Second Lieutenant
9 Badges
Apr 2, 2011
173
340
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
Hi everyone. I am experimenting with my own mod. Along with other things I want to reduce the percentage of state that is occupied after victory in battle. I want to do this to make warfare more gradual and especially to reduce the situation when AI leaves an empty front and the whole country is invaded in a few weeks. I tried to modify the following defines:

BATTLE_BASE_MIN_PROVINCES_TAKEN
BATTLE_BASE_MAX_PROVINCES_TAKEN
BATTLE_PROVINCES_TAKEN_ATTACKING_UNIT_SCALE
BATTLE_PROVINCES_TAKEN_THEATER_UNIT_SCALE

OCCUPATION_STATE_BASE_WEIGHT
OCCUPATION_STATE_POP_WEIGHT
OCCUPATION_STATE_INCORPORATED_WEIGHT
OCCUPATION_STATE_DEFENSIVE_BATTLE_VICTORY_SCORE
OCCUPATION_STATE_CLEAR_OCCUPATION_FRACTION

But it seems that nothing happens after it. Successful battle results in occupying approx.25% of the contested state, as it was before. If someone knows the solution, thanks in advance.
 
Rather than editing the defines (other than maybe max provinces taken), you'll want to edit the file common/script_values/occupation_values.txt
 
  • 2
Reactions:
Rather than editing the defines (other than maybe max provinces taken), you'll want to edit the file common/script_values/occupation_values.txt
Thank you, this was helpful. However, there is another issue. I opened this file and made the following challenges:

@max_battles_to_win_state = 100 (was 4)

and increased maximum occupation cost from population to 2000 (previous value = 1000)

It gave the desired outcome, instead of 25% each successful battle started to give 3-5% of the state, with the corresponding visual effect. However, after this change taking even 1% of enemy territory gives war exhaustion as if the whole country was occupied. I don't know why it happens, on the first look, occupation_values.txt contains nothing related to war exhaustion.
 
Hm, the war exhaustion values are in that folder, too (the helpfully named war_exhaustion_values.txt). Though editing the occupation values shouldn't affect the other, and anyway partial occupation of a state shouldn't count for occupation at any amount.
 
Hm, the war exhaustion values are in that folder, too (the helpfully named war_exhaustion_values.txt). Though editing the occupation values shouldn't affect the other, and anyway partial occupation of a state shouldn't count for occupation at any amount.

Editing this file doesn't help because it uses some parameter enemy_occupation, which seems to be hardcoded. And the game thinks it to be 1, even if in fact 5 or 10% of country's territory is occupied.
 
Hm. Anything in the error.log file? I'm wondering if there is a missing or extra bracket in a file that might be causing an issue with the game misreading them.
 
Updating: I just tested this without any mods, and found out that the described situation is true only for one-state countries. For example, if Rio Grande de Sul occupies a Brazilian state, the occupation WE for Brazil is low, but if Brazil takes even 1% of Rio Grande de Sul state, the game thinks that 100% of this small country is occupied. So, this bug isn't that gamebreaking as it seemed first, but its still a bug. Is there a way to recalculate WE from occupation?
 
If the state isn't fully occupied, it shouldn't count at all for war exhaustion, at least according to the patch notes. I'd make a bug report if it's happening that way, especially with no mod in effect.