• 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.

Polak

Léonard devint ch'ti
3 Badges
Sep 24, 2001
2.869
14
  • For The Glory
  • March of the Eagles
  • 500k Club
Hi all !

I'm come Back to see if FTG is still alive !

I'm still building my own mod and i have question about meteo.
in the provinces.txt, we can see :
#climate = <climate> Type of climate including winter conditions (snow for land and ice for sea):
# - desertic: no snow, specific attrition + specific trees for Province Information Window
# - tropical: no snow, specific attrition and supply + influence on colonization chance, merchant cost and population growth + specific trees for Province Information Window
# - temperate: no snow (default)
# - ncontinental: snow, December through February
# - scontinental: snow, June through August (southern hemisphere)
# - tundra: snow, November through March
# - arctic (default): snow, October through May + movement penalty (see movement_penalty in geography DB file)

But i never find in other files what kind of penalty it can be ? i missed an explication ?

More of that, is it previous to have a climate moddable ? or is it the last hardcoded élément ?
 
That line is just to inform modders that there is another source of movement penalty.
From geography.txt:
Code:
#movement_penalty = yes/no          If yes, same multiplier as arctic climate for movement time if not already Artic climate (default is no if not specified).
The actual penalty is hardcoded and I can't remember at the moment how large it is. I think it's 2x.

Climates and their effects are currently still hardcoded.
 
Ok, thanks for your answer
I will rely on the name of the climat...

Otherwise, my Mod is just a GC with my own events (good old EU2, he , he...), and by the way, i inserted some parts of AGCEEP and WATKBAOI to have better things.
A very long work