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Tonioz

Field Marshal
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Aug 6, 2003
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Same like random leader generation, it is possible to setup random goods, taxes and manpower of the scenario.

I take each province and make randomation by script. For example, i used following task:

Manpower
Base: 1-5 (2.5 average)
Capitals: 3-6 (4.5 average)
Plains: 2-6 (3 average)

Tax
Base European, Asian, African: 3-12 (5 average)
Base Americas, Oceania: 1-10 (3 average)
European, Asian, African Coastal: 3-20 (7 average)
Americas, Oceania Coastal: 1-12 (4 average)
Capitals: 4-20 (8 average)
Plains Eurpean, Asian, African: 4-15 (7 average)

Then example of output is here.

Provinces processed: 968
Average Manpower: 2.95
Goods: Cloth - 43 (4.4 %)
Goods: Gold - 29 (3.0 %) ... Average Gold mine: 61
Goods: Cotton - 81 (8.4%)
Goods: Fish - 56 (5.8%)
Goods: Furs - 63 (6.5%)
Goods: Grain - 49 (5.1%)
Goods: Ivory - 32 (3.3%)
Goods: Iron - 61 (6.3%)
Goods: Copper - 55 (5.7%)
Goods: Chinaware - 38 (3.9%)
Goods: Naval supplies - 62 (6.4%)
Goods: Salt - 64 (6.6%)
Goods: Slaves - 36 (3.7%)
Goods: Spices - 45 (4.6%)
Goods: Sugar - 32 (3.3%)
Goods: Tobacco - 35 (3.6%)
Goods: Wine - 65 (6.7%)
Goods: Wool - 67 (6.9%)
Goods: Tea - 30 (3.1%)
Goods: Coffee - 25 (2.6%)
Average European, Africa, Asia Coastal tax: 6.8
Average European, Africa, Asia Plain tax: 7.7
Average European, Africa, Asia Base tax: 4.8
Average America, Oceania Coastal tax: 4.1
Average America, Oceania Base tax: 2.8
Average Capital tax: 10.0

I reduced gold chance to appear to around 3% or outside europe and 1% inside europe.
Exotic goods doesn`t appear in Europe too.

You can see more at http://languish.org/forums/index.php?showtopic=45667&st=105 , the game on this engine is planned to start this Sunday.