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Alright, here's a few working modifiers.

Modifying the number of research points that goes into a specific area
land_tech_investment
naval_tech_investment
construction_tech_investment
civic_tech_investment
religious_tech_investment

Modifying the number of research points required for each level within a specific area
land_tech_cost_modifier
naval_tech_cost_modifier
construction_tech_cost_modifier
civic_tech_cost_modifier
religious_tech_cost_modifier
 
I've been looking threw this thread and was wondering if it's possible to create a specific character/assign a specific charater a job by events? Can somebody help me out with this?
 
you don't need to learn/know C++ in order to do a language file for EUIII. just a little bit of scripting and of course, vast knowledge and testing regarding EUIII script's language.

creating a language file for UltraEdit is pretty simple and straight forward, and it comes with full documentation and examples from Ultraedit's help and already existing word files.
 
Alright, here's a few working modifiers.

Modifying the number of research points that goes into a specific area
land_tech_investment
naval_tech_investment
construction_tech_investment
civic_tech_investment
religious_tech_investment

Modifying the number of research points required for each level within a specific area
land_tech_cost_modifier
naval_tech_cost_modifier
construction_tech_cost_modifier
civic_tech_cost_modifier
religious_tech_cost_modifier

I'll add them into a new version, maybe next week (this wednesday I'll have to go to Rome on a personal grim business and I won't be back until sunday), hopefully :(
 
you don't need to learn/know C++ in order to do a language file for EUIII. just a little bit of scripting and of course, vast knowledge and testing regarding EUIII script's language.

creating a language file for UltraEdit is pretty simple and straight forward, and it comes with full documentation and examples from Ultraedit's help and already existing word files.

I'm going far above and beyond a language file. When it's done* it should be an idiot proof** complete mod maker. Hopefully it's not in vain. Even if it is, I had/am having fun playing around with it, and it's cheaper than another game. July doesn't seem unreasonable to have a visual demo to show off to the paradox community, but it's already taken me quite a while, so who knows for sure.