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Shouldn't BLACK (0, 0, 0) be an inaccessible area in place? But black on my map doesn't seem to work. It's not impassable.But there is a landscape like the Alps in the original edition, but I think it's not a mountain landscape, it's not about black, right?

That's what black is for, looks like this :
qStdpYZ.jpg
 
Hey there, I recently begun on the government map and I have been wondering. Is there a colour code for imperial, nomad or monastic? If not, is there an easy way to implement those besides turning the provinces individually myself?
 
Hey there, I recently begun on the government map and I have been wondering. Is there a colour code for imperial, nomad or monastic? If not, is there an easy way to implement those besides turning the provinces individually myself?
The government map really just sets up the holding types, and the game uses the primary holding to choose the government type.
Imperial and monastic are just subtypes of the feudal group, feudal rulers should automatically switch to them if they meet the potential conditions for it (see common/governments/feudal_government). Otherwise I'm afraid it's either modding history by hand, or setting a on_startup script that will flip the government of the rulers you want.

Nomad governement is supposed to work, using the yellow color, but it doesn't (the result is just tribals). I must be missing some critical info on how this works in vanilla.
 
This is the only example I can find : history/titles/e_china_west_governor

750.1.1 = {
holder = 244001 # GUO Xin (under Tang)
government = confucian_bureaucracy
}

I looked into feudal_government and it seems the subtypes from vanilla are mutually exclusive, so you can have them at the start without touching anything, as long as the requirements are met.
For imperial you need : primary title = e_byzantium or e_roman_empire
For monastic feudal you need : culture_group = tibetan_group and religion = bon or bon_reformed or buddhist
 
Alright, I think I understand. So I only have to change those titles to the titles I have in my mod and it will automaticly change. Am I correct in this?
Assuming I am, thank you very much! :D
 
This is the only example I can find : history/titles/e_china_west_governor

750.1.1 = {
holder = 244001 # GUO Xin (under Tang)
government = confucian_bureaucracy
}

I looked into feudal_government and it seems the subtypes from vanilla are mutually exclusive, so you can have them at the start without touching anything, as long as the requirements are met.
For imperial you need : primary title = e_byzantium or e_roman_empire
For monastic feudal you need : culture_group = tibetan_group and religion = bon or bon_reformed or buddhist

Do you have any reminders about changing provincial boundaries? When I modify the boundary, I always circle to the settlement point, resulting in errors.

In addition, if we want to merge provinces.bmp, should we cancel them in the settlement.bmp' spot?
 
Do you have any reminders about changing provincial boundaries? When I modify the boundary, I always circle to the settlement point, resulting in errors.

In addition, if we want to merge provinces.bmp, should we cancel them in the settlement.bmp' spot?


I layer settlements.bmp over provinces.bmp with some transparency when editting (or the other way around). And yes, if you merge two provinces you should remove the extra settlement from settlements.bmp.
 
Time to make a culture map.
Now, contrary to terrain, rivers and the like, cultures are entirely user-defined, so there is no hardcoding of colors that could possibly work here.
So before painting the map with cultures, we need to make a text file in the input folder that I called cultures.csv. You can create it with excel or another spreadsheet editor but I find a text editor works just as well for this.

Adding Cultures

In the cultures.csv, I can define one culture per line. These cultures should reference the ones in the mod folder or base game. But we need to define what color will identify these cultures for the tools. Each line defines a culture and the format is as such :
First column : culture name. should match exactly one of those present in the common/cultures folder of the game or mod
2nd, 3rd and 4th column : RGB color associated with that culture.

For example :

horse;128;128;0
cat;0;0;0
bear;255;255;255

The next thing to do is paint the cultures on the map, using the colors I just defined. Then save the resulting file as input/cultures.bmp :

gJLArLT.png



Recoloring provinces

Not exactly necessary but nice thing to have : there is a batch called "4b - Make Provinces Map - Recolor mode.bat". What it does is, it updates provinces.bmp, with new randomly generated colors.However those colors are not completely random if a cultures.bmp is present. They will instead be derived from the local culture's color. This is mostly cosmetic but it helps visualize which provinces belong to which culture :

dHUq5b2.png

It does not change the province borders at all.

Adding Religions

This works very much like cultures, except the program does not try to read into the game or mod's files.
In this example I'm going to take the quickest path again, and simply clone cultures.bmp into religions.bmp like this :
gJLArLT.png

Next, I need to create religions.csv to tell the program what color corresponds to which religion, adding 3 lines like this :

tengri_pagan;128;128;0
catholic;0;0;0
norse_pagan;255;255;255

The religion applies to the province and the rulers alike.

Lastly, the game (softly) requires 5 holy sites for every religion. In order to define those, I used a separate csv file : holysite.csv
The format is as follows :
1st column : religion name
2nd & 3rd column : x,y coordinates of a holy site on the bitmap (0,0 is the top-left corner, unlike in-game where it's bottom-left). Whatever province is located at these coordinates will be marked a holy site of that religion. It doesnt need to be the exact coordinates of the settlement, any pixel will do.

For example :
norse_pagan;120;80
norse_pagan;95;245
norse_pagan;230;120
norse_pagan;193;187
norse_pagan;314;92

multiple religions can of course share some or all holy sites, you just need to define the same coordinates for another religion :
norse_pagan;193;187
catholic;496;351
tengri_pagan;193;187
tengri_pagan;496;351

Despect modder, please
Time to make a culture map.
Now, contrary to terrain, rivers and the like, cultures are entirely user-defined, so there is no hardcoding of colors that could possibly work here.
So before painting the map with cultures, we need to make a text file in the input folder that I called cultures.csv. You can create it with excel or another spreadsheet editor but I find a text editor works just as well for this.

Adding Cultures

In the cultures.csv, I can define one culture per line. These cultures should reference the ones in the mod folder or base game. But we need to define what color will identify these cultures for the tools. Each line defines a culture and the format is as such :
First column : culture name. should match exactly one of those present in the common/cultures folder of the game or mod
2nd, 3rd and 4th column : RGB color associated with that culture.

For example :

horse;128;128;0
cat;0;0;0
bear;255;255;255

The next thing to do is paint the cultures on the map, using the colors I just defined. Then save the resulting file as input/cultures.bmp :

gJLArLT.png



Recoloring provinces

Not exactly necessary but nice thing to have : there is a batch called "4b - Make Provinces Map - Recolor mode.bat". What it does is, it updates provinces.bmp, with new randomly generated colors.However those colors are not completely random if a cultures.bmp is present. They will instead be derived from the local culture's color. This is mostly cosmetic but it helps visualize which provinces belong to which culture :

dHUq5b2.png

It does not change the province borders at all.

Adding Religions

This works very much like cultures, except the program does not try to read into the game or mod's files.
In this example I'm going to take the quickest path again, and simply clone cultures.bmp into religions.bmp like this :
gJLArLT.png

Next, I need to create religions.csv to tell the program what color corresponds to which religion, adding 3 lines like this :

tengri_pagan;128;128;0
catholic;0;0;0
norse_pagan;255;255;255

The religion applies to the province and the rulers alike.

Lastly, the game (softly) requires 5 holy sites for every religion. In order to define those, I used a separate csv file : holysite.csv
The format is as follows :
1st column : religion name
2nd & 3rd column : x,y coordinates of a holy site on the bitmap (0,0 is the top-left corner, unlike in-game where it's bottom-left). Whatever province is located at these coordinates will be marked a holy site of that religion. It doesnt need to be the exact coordinates of the settlement, any pixel will do.

For example :
norse_pagan;120;80
norse_pagan;95;245
norse_pagan;230;120
norse_pagan;193;187
norse_pagan;314;92

multiple religions can of course share some or all holy sites, you just need to define the same coordinates for another religion :
norse_pagan;193;187
catholic;496;351
tengri_pagan;193;187
tengri_pagan;496;351

1,Respect modder, I don't quite understand when adjacencies should be enabled.
2,Besides, I don't know much about how to merge the principalities, kingdoms and empires. Can you be more specific?
3,I don't quite see the trade route there. Can I make the trade route cross the sea on land and then land and then sea again and again?
 
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Despect modder, please
1,Respect modder, I don't quite understand when adjacencies should be enabled.
2,Besides, I don't know much about how to merge the principalities, kingdoms and empires. Can you be more specific?
3,I don't quite see the trade route there. Can I make the trade route cross the sea on land and then land and then sea again and again?

1, Basically anytime you rebuild provinces. If you've added or removed a province you must rebuild it.
2, You can have the tool build them automatically at first, that may give you an idea of how this works (check Make DeJure Duchies+Kingdoms+Empires), although the results are rarely good. Basically for any tier you must create a map like provinces.bmp. you pick the province color of the capital (from provinces.bmp) and paint the map with the provinces that are in its dejure.
3, I talked a bit about it here : ttps://forum.paradoxplaza.com/forum/index.php?threads/tools-ck2maptools-automating-some-of-the-map-generation-process.1116396/page-5#post-24918030. Yes trade routes can cross the seas, but unlike vanilla they do not actually pass through seas, they just kind of "jump" from land to land. Practically this means sea zones are never part of a trade route because that did not mesh well with merchant republics. This is not a problem in vanilla because the 2 are mostly mutually exclusive. You can look at the example included with the tool (3 trade routes).
 
1, Basically anytime you rebuild provinces. If you've added or removed a province you must rebuild it.
2, You can have the tool build them automatically at first, that may give you an idea of how this works (check Make DeJure Duchies+Kingdoms+Empires), although the results are rarely good. Basically for any tier you must create a map like provinces.bmp. you pick the province color of the capital (from provinces.bmp) and paint the map with the provinces that are in its dejure.
3, I talked a bit about it here : ttps://forum.paradoxplaza.com/forum/index.php?threads/tools-ck2maptools-automating-some-of-the-map-generation-process.1116396/page-5#post-24918030. Yes trade routes can cross the seas, but unlike vanilla they do not actually pass through seas, they just kind of "jump" from land to land. Practically this means sea zones are never part of a trade route because that did not mesh well with merchant republics. This is not a problem in vanilla because the 2 are mostly mutually exclusive. You can look at the example included with the tool (3 trade routes).

Thank you for your answer. I've got a better idea.

Then insert a sad aside, the walls of our country are getting higher and higher, and I have been unable to browse the pictures on the forum since the last few days.
 
1, Basically anytime you rebuild provinces. If you've added or removed a province you must rebuild it.
2, You can have the tool build them automatically at first, that may give you an idea of how this works (check Make DeJure Duchies+Kingdoms+Empires), although the results are rarely good. Basically for any tier you must create a map like provinces.bmp. you pick the province color of the capital (from provinces.bmp) and paint the map with the provinces that are in its dejure.
3, I talked a bit about it here : ttps://forum.paradoxplaza.com/forum/index.php?threads/tools-ck2maptools-automating-some-of-the-map-generation-process.1116396/page-5#post-24918030. Yes trade routes can cross the seas, but unlike vanilla they do not actually pass through seas, they just kind of "jump" from land to land. Practically this means sea zones are never part of a trade route because that did not mesh well with merchant republics. This is not a problem in vanilla because the 2 are mostly mutually exclusive. You can look at the example included with the tool (3 trade routes).


As with the re-implementation of "1", when I revised the provincial re-implementation of "6-Make Provinces Setup.bat", I was always stuck in the start interface... This is an old problem, maybe I set it as the original standard map?

I deleted all the files, re-executed the program in the new folder, and then suffered a tragic failure again——After consulting logs, it was found that the card was in culture.

First of all, the dejure map here, will be directly card at the beginning, followed by provincial set here, but also card at the beginning, so that I simply can not carry out the next step.

He said me "religions.csv file not found or error parsing it", did I make a mistake here?

That's what I wrote in the first three lines.

Swamp;255;0;0

Moon;0;255;0

Tree;0;0;255

——After a comparative test, maybe I had a problem with religion and culture……
 
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Not sure if mentioned in the thread, but I'm found that `No province at coordinates : x2240 y2493` usually means there is an island or a peninsula only connected diagonally without a settlement. To resolve, either add a settlement or, if you don't want a tiny island to have its own province, remove it from input.bmp.

I know the source is in the download, but is it on GitHub and do you accept pull requests? this tool is very helpful and I would like to contribute.
 
Thank you very much for this tool. I wish I had known about it a year ago when I first tried to make a ck2 map.
Unfortunately, I've run into a familiar error: the game CTD's when Loading Databases. I know this is the classic newb error that's caused by not having terrain.bmp, provinces.bmp, rivers.bmp, or any of the other files formatted properly, but I've checked and double-checked that each file is to the specifications laid down in the wiki and in this guide, and they all are. I did not alter any of the files and I kept them exactly as the program generated them. I've corrected some provinces that had too many holdings, replaced all instances of "uncultured_swine" with "english", run it through the Validator, checked the game's startup logs, etc., and I have not been able to locate the cause of the CTD-ing.

My guess is that the map file sizes I am using are too big. However, they should all be divisible by 256, and nothing I can find on the wiki or elsewhere suggests that there is an upper limit in image size.

The mod folder I am using can be found in compressed form here: https://dl.dropboxusercontent.com/s/stt0mw4wxp11z6o/LNL TestMap.zip?dl=0
Thank you once again for this remarkable tool!
 
I don't know, I tried all the usual stuff but the game isn't helpful in pinpointing it.
I will say though, why don't you start with something a lot more reasonable and iterate from there ? Throwing a 3000+ province 8k map at the game seems like a recipe for disaster, even if the engine managed to load it.
Cut down on the unnecessary water provinces too. Honestly the auto-fill tool doesn't do a very good job at it.
 
For some reason the program can't read my river splits(yellow marks), what might be the problem?
Not sure, a picture of the offending river would help.
Possible ideas :
not the right shade of yellow.
no source (green) upstream.
ambiguous path upstream.
incorrectly placed split (one branch must continue as normal uninterrupted, the split pixel should be placed sideways to it)