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Philadelphus

Not the Ptolemy. Nor the shrub.
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Feb 8, 2015
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I've got a few suggestions relating to the tradegoods.txt file that defines where various trade goods are able to appear in colonized provinces. These are motivated somewhat by history, but also by alternate history: the goal is to increase the areas where certain trade goods are produced to represent the chance that these trade goods might have been produced there had history turned out a little differently. :)

• Wine
Currently wine has zero chance of being produced unless a province is in either South America, South Africa, or the Cuyo area (which is part of South America, is that bit redundant?).

Code:
        modifier = {
            factor = 0
            normal_or_historical_nations = yes
            NOT = { continent = south_america }
            NOT = { region = south_africa_region }
            NOT = { area = cuyo_area }
        }

I'd like to propose two additional lines in that modifier:

NOT = { area = california_area }
NOT = { area = central_valley_area }

California has a tradition of wine-making stretching back to 1769, and while it only really took off after the EU IV time period it's conceivable that in an alternate history it could have started much earlier. Looking at a map of California wine-producing areas, it nicely covers the California and Central Valley areas in-game. California currently produces over 88% of the U.S.'s wine, and if it were a separate country it'd be the fourth-largest wine-producer in the world. Obviously that's today and not in the EU IV timeframe, but I think it'd be cool to have the possibility for a wine province or two to show up in those areas.

• Tropical Wood
Currently, tropical wood is unable to be produced in Hawaii, despite the fact that historically tropical wood (especially sandalwood, but also various endemic species) was a huge export from the islands leading to widespread deforestation on most of them (a bit after EU IV's timeline, but not much). I'm not quite sure I understand the script code for this one:

Code:
        modifier = {
            factor = 0
            OR = {
                NOT = { has_terrain = jungle }
                NOT = { has_climate = tropical }
            }
        }
but it apparently has a zero chance of being produced if a province is not both tropical and jungle, though I don't quite understand how the OR is working in this case (Hawaii is tropical, but coastline terrain). I think adding a NOT = { province_id = 1240 } would make Hawaii a possible location for tropical wood.

At the moment Hawaii's only possible trade goods are fish and naval supplies, and it'd be neat to get some more historically-produced possibilities there. :)
 
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Upvote 0
Adopting these :)
do you think that you guys could end up making a modifier for fish for whaling (price increase) or a new trade good of whales?
 
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There should also be a chance for Glacial and/or Arctic provinces to have a chance to have Ivory as Greenlandic provinces have. This is because of the walrus hunting and their tusks were used the same way as elephant tusks.
Small chances of Copper and Gold would be nice too to tie in the random new world to the wast riches of Siberia and diversify the trade goods spread.
 
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Adopting these :)
Oh wow, thanks! :)
There should also be a chance for Glacial and/or Arctic provinces to have a chance to have Ivory as Greenlandic provinces have. This is because of the walrus hunting and their tusks were used the same way as elephant tusks.
Looking at the code for ivory:

Code:
        modifier = {
            factor = 0
            NOT = { continent = asia }
            NOT = { continent = africa }
            NOT = { area = subarctic_islands_area }
        }
        modifier = {
            factor = 0
            NOT = { has_terrain = jungle }
            NOT = { has_terrain = savannah }
            NOT = { has_terrain = glacier }
        }
        modifier = {
            factor = 0
            OR = {
                region = west_siberia_region
                region = east_siberia_region
                region = manchuria_region
                region = central_asia_region
                region = south_africa_region
            }
        }
It looks like the glacial provinces in Siberia are explicitly excluded with that region = east_siberia_region line. I think it would be cool to give the glaciers in that part of the world a shot at another trade good. I think adding NOT = { area = kamchatka_area } in the first modifier would allow just those provinces a chance at having it. In the same vein, perhaps South Georgia could be given a shot at ivory too? (It currently has a 100% chance of fish.) I think a NOT = { province_id = 2025 } in the first modifier would allow that. :)

Coastal arctic provinces having a chance for ivory could be neat too, but I'd have to think some more about how to code that and I have to run now.

Small chances of Copper and Gold would be nice too to tie in the random new world to the wast riches of Siberia and diversify the trade goods spread.
Gold and copper actually do have a chance to spawn anywhere in a random New World, modified by various other factors (more likely in mountains, not possible in things like grasslands, farmland, or savannah, etc.). This is for copper, but I believe gold is pretty similar:

Code:
        modifier = {
            factor = 0
            OR = {
                has_terrain = steppe
                has_terrain = desert
                has_terrain = coastal_desert
                has_terrain = drylands
                has_terrain = grasslands
                has_terrain = savannah
                has_terrain = coastline
                has_terrain = glacier
                has_terrain = jungle
                has_terrain = farmlands
                has_terrain = woods
            }
        }
        modifier = {
            factor = 0
            is_random_new_world = no
            NOT = { area = minas_gerais_area }
            NOT = { area = mato_grosso_area }
            NOT = { region = west_siberia_region }
            NOT = { region = east_siberia_region }
            NOT = { region = central_africa_region }
        }
        modifier = {
            factor = 0
            is_random_new_world = yes
            NOT = { region = west_siberia_region }
            NOT = { region = east_siberia_region }
            NOT = { continent = new_world }
        }
        modifier = {
            factor = 0.7
            region = central_africa_region
        }
        modifier = {
            factor = 1.1
            is_random_new_world = yes
            OR = {
                has_terrain = mountain
                has_terrain = highlands
            }
        }
 
I'm aware that there is a chance of Gold and Copper in the RNW, but perhaps I should have specified that Arctic climate provinces should have a slightly increased chance as a way to make RNW arctic climate regions worth the effort and make them a sort of "new siberia" that any colonizer worth their scurvy would race to get.
 
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Oh, I see! I think that could be pretty easily done by adding this to copper and gold:

Code:
modifier = {
    factor = 1.5
    is_random_new_world = yes
    climate = arctic
}
 
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While doing research for this I discovered that the Americas actually had several native species of grapes (the term Vinland came from the abundant grape vines, for instance), most (all?) of which people tried making wine from. Apparently the tastes were unfamiliar, so in California at least they did go back to using imported European vines, but they were definitely producing wine in California during the EU IV time period (if only towards the end). But this is a game were you could be colonizing California hundred of years earlier than historically, and given the great grape-growing climate it makes sense people would bring and grow grapes for wine, as happened historically. :)
 
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It looks like the glacial provinces in Siberia are explicitly excluded with that region = east_siberia_region line. I think it would be cool to give the glaciers in that part of the world a shot at another trade good. I think adding NOT = { area = kamchatka_area } in the first modifier would allow just those provinces a chance at having it. In the same vein, perhaps South Georgia could be given a shot at ivory too? (It currently has a 100% chance of fish.) I think a NOT = { province_id = 2025 } in the first modifier would allow that. :)

Coastal arctic provinces having a chance for ivory could be neat too, but I'd have to think some more about how to code that and I have to run now.

There are no walruses in the southern hemisphere, so ivory shouldn't appear in South Georgia and other Arctic or glacial provinces south of the Equator (I don't know if there's any other than South Georgia, BTW).
 
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There are no walruses in the southern hemisphere, so ivory shouldn't appear in South Georgia and other Arctic or glacial provinces south of the Equator (I don't know if there's any other than South Georgia, BTW).
Oh, ok. I didn't know that. I just checked and it turns out that South Georgia is the only glacial province and the only one with arctic climate in the southern hemisphere.
 
Oh, ok. I didn't know that. I just checked and it turns out that South Georgia is the only glacial province and the only one with arctic climate in the southern hemisphere.
Could have fur insted. Historically one of the early industries there was hunting fur seals.
 
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Could have fur insted. Historically one of the early industries there was hunting fur seals.
Interesting! I did some research, and it seems to have been a pretty big industry for a time, starting near the end of the EU IV period.

The fur code is slightly more difficult for me to tweak:
Code:
        modifier = {
            factor = 0
            OR = {
                has_terrain = farmlands
                has_terrain = mountain
                continent = south_america
                region = carribeans_region
                region = south_africa_region
                region = australia_region
                region = central_africa_region
            }
        }
But I think if you replace the continent = south_america line with
Code:
AND = {
    continent = south_america
    NOT = { province_id = 2025 }
}
it would allow fur to spawn in South Georgia.
 
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