• 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.
There's currently only 1 thing that could be, vaguely, considered a "documentation".
And it's this thread: Grand Jomini Modding Information Manuscript

Other than that there's nothing more than just: trial & error.
There's also a way where you can get some dumps to see all the possible "commands" you can use. One file of them includes some "minor" documentation and explains what it does.

I'm also very new to modding and 90% of what I "know" now (and it's not much) I learned through hours and hours of going through the code and playing around with it and then reloading the gui in the game to see what has changed. But since there's no real documentation there's still a lot I don't quite understand.

The other 10% is from a user that helped me on my feet a bit to get me started.

First thing you want to do would be to create a mod folder, you can do this via the I:R Launcher.
The mod folder will then be located under:
C:\Documents\Paradox Interactive\Imperator\mod\

In there you place/create folders you want to change. For example if you want to change a gui you'll have to copy a gui file from the game folder (...\SteamLibrary\Steamapps\Common\ImperatorRome\game\gui) into the mod folder, there you can edit it. But you always have to create a folder in the \mod\ folder too.
Say you want to edit a gui, then you have to create a \gui\ folder: \mod\gui\ and in there you place all the gui files. It's the same for every other file. You always need to create a folder for the file and then you can throw in all the files you want to edit in the corresponding folders.

\mod\gui\
-----| overview.gui, diplomacy.gui, military.gui,.... etc.

In the I:R Launcher you can see if the mod is activated or not. If it is, the game will use the modified files from the \mod\ folder.

To be able to reload the gui and staying in the game rather having to restart it every time you have to add "-develop" to the Launch Option in Steam. Once you've done that you can start a game, call the save 'Mod_Savegame' and with the Keyboard Key "§/°" (on a Swiss Keyboard or "^" on another keyboard) you can open the console in the game.
With the command 'reload gui' you can reload the gui of the game and it will load the files from the \mod\ folder and you can instantly view your changes.

With the commands 'script_docs' and 'dumpdatatypes' you get dumps (logs) of commands etc. which will be dumped in C:\Documents\Paradox Interactive\Imperator\logs

P.S. And I recommend Sublime Text 3 for editing and viewing code, it's really handy
 
Last edited:
Can anyone confirm the reload command works for them, I did start IR in -develop mode but it does not show any changes I make to .gui and then force a reload on.

Edit fix found:Apparently reload gui works and reload gui/view.gui does not
 
Last edited:
Can anyone confirm the reload command works for them, I did start IR in -develop mode but it does not show any changes I make to .gui and then force a reload on.

Edit fix found:Apparently reload gui works and reload gui/view.gui does not
You only use 'reload gui' to reload the whole gui. You can't reload a specific file only everything in the mod folder
 
Completely new to modding and I just want to change pop culture and religion
I looked around for information and guides but there is hardly any
Best bet is to poke around yourself and slowly try to work out how things connect. I'm an artist so can't help specifically with what you want to do, but I do remember seeing folders in game/common referring to pops, culture and religion, so best bet is to start looking there. What is it you're specifically wanting to change? The religion and culture of pops in a specific city at the start of the game? Or are you wanting to create your own religion and culture?
 
Best bet is to poke around yourself and slowly try to work out how things connect. I'm an artist so can't help specifically with what you want to do, but I do remember seeing folders in game/common referring to pops, culture and religion, so best bet is to start looking there. What is it you're specifically wanting to change? The religion and culture of pops in a specific city at the start of the game? Or are you wanting to create your own religion and culture?

I want to be able to change the religion and culture of the starting pops in cities
 
I want to be able to change the religion and culture of the starting pops in cities

Yeah I'm not sure about that sorry, perhaps the pops just take their religion and culture from the religion and culture of the region they are in at the start of the game? If that's the case you can change that in game/common/province_setup.csv
 
Not sure if it has been mentioned, and the method is probably a bit limited for now (In relation to finding something that matches your situation), but downloading other people's mods and looking at the code can also be very helpful. And often you can cross reference or gain information on modding from other paradox games. I usually only do eu4 modding so haven't really done anything with the GUI, but looking at the information the developers/modders have published in relation to GUI modding for HOI4 helped alot understanding what was going on in Imperator.
 
This is mostly a copy and paste of some advice I gave someone in a private conversation.

You probably already know this, but first you're going to need to make a mod folder. I'll tell you the easy way, but if you want to know the more complicated way just ask me. Scrollling down the game launcher you'll find Mods and click the Mod Tools button and you can Create a Mod and this will create a folder for you mod and a .mod file for it in the (\Documents\Paradox Interactive\Imperator\mod). Basically whatever you want to change a parallel file is needed to overwrite the main game files. So your Mod's file is going to need to mirror the main games vanilla files in (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game). Odds are your own mod will almost certainly need it's own common folder.

Also I recommend downloading Notepad+ if you already haven't. You can't interact with a lot of key files like the .csv files without it.

Also a super helpful tool in game for finding out province ID and character ID is the console command debug_mode which lets you hover over a city and see it's ID and stats. Also you can use the setup_editor to change a few things like culture, religion, and trade goods easily on the map, but it doesn't do everything.

To use debug_mode and setup_editor press the `, or ~ on the top left corner of your keyboard to open the console and type the commands debug_mode and setup editor.

Starting with what the Setup Editor does. When you've edited the culture and religion of the map to your liking the game will create a new file called province_setup.csv file in your Documents folder(Documents\Paradox Interactive\Imperator\common). The same file called province_setup.csv is also in the common folder for the main files for the game(C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common). The file in your documents will over ride the vanilla file in the main version of the game. I recommend moving this file to your mod files common folder.

So what does the province_setup.csv do. Well it basically sets a default culture, religion, trade goods and the classes for your game. Each line in this file is a province and will look something like this.

Code:
1,roman,roman_pantheon,cloth,21,15,4,3,40,0,Roma,Latium

Each segment corresponds with this.

Code:
#ProvID, Culture, Religion, TradeGoods, Citizens, Freedmen, Slaves, Tribesmen, Civilization, Barbarian, NameRef,AraRef

and you'll see it at the top of the file as well.

So you can't change a cities classes in the Setup_Editor in game, but you can in these files. For example if in Rome you wanted to get rid of the tribesmen and double the number of freemen and slaves you'd change the line for Rome to...

Code:
1,roman,roman_pantheon,cloth,21,30,8,0,40,0,Roma,Latium.

On to the next most important file is the setup.txt file which you want to copy from the main game files in (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common) to your mods own common folder. Now the setup.txt basically deals with everything from country set up like it's government, what cities it controls, trade routes and the countries diplomacy. You're going to need to use Find(cntrl+F) a lot in this file and the same goes for the previous province_setup.csv file as well.

Starting with country set up here is the code for Carthage.

Code:
#Carthage
      CAR = {
           government = oligarchic_republic
           primary_culture = carthaginian
           religion = carthaginian_pantheon
           diplomatic_stance=trading_stance
           capital = 3256

           own_control_core =    {
               90 91 92 93 94 95 96 97  
               3260 3263 3266 3261 3256 3259 3251 3250 3253 3252
               3245 3244 3249 3270 3241 3240 3242 3243 3272 3274 3275
               3279 3286 3282 3281 3283 3287 3285 1470
               3483 3481 3484 3485 3490 3482 3492
               3061 3085 3064 3062 3065 3066 3063 3068 3080 3262 3230 3229 3264 3265 3267 3271
               3225 3226 3227 3126 3123 3122 3121 3144
               3161 3160 3150 3145 3238 3212 3273 3236 3200 3239 3211
               3124
               3486 3487 3488 3489 3503 3504 3506 3505 3500 3499 3497 3494 3493 3108
               1471 # Melita (Malta)
               1362 1366 1367 1283 1282 1278 1276 1284 #Malaca
               1347 1348 #Carteia
               3092 3095 3120 6301 6478 6490 #More North African Ports
           }
          
       }

Each piece is rather self explanatory. And files creating all the government types, cultures, religions, and diplomatic stances are in the common folder in the main game file where you would copy the folder of anything you wanted to change to your mods common folder and edit it their.

So lets say I wanted Carthage to own it's Feudatory Gymnaesia. I would go down to Gymnaesia in the setup.txt file. You're going to need to find out it's country tag by using debug mode in game and hovering over one of it's province. It's 3 letters. Like ROM for Rome and CAR for Carthage. For Gymnaesia it is BLD.

Code:
BLD = {
          government = plutocratic_republic
           primary_culture = carthaginian
           religion = carthaginian_pantheon

           capital = 1465

           own_control_core =    {
               1465 1464 1466 1467 1468 1469
           }
       }

All you would have to do is cut out it's city ID's as not to conflict.

Code:
BLD = {
          government = plutocratic_republic
           primary_culture = carthaginian
           religion = carthaginian_pantheon

           capital = 1465

           own_control_core =    {

           }
       }

and paste them in Carthage's own_control_core.

Code:
#Carthage
      CAR = {
           government = oligarchic_republic
           primary_culture = carthaginian
           religion = carthaginian_pantheon
           diplomatic_stance=trading_stance
           capital = 3256

           own_control_core =    {
               90 91 92 93 94 95 96 97  
               3260 3263 3266 3261 3256 3259 3251 3250 3253 3252
               3245 3244 3249 3270 3241 3240 3242 3243 3272 3274 3275
               3279 3286 3282 3281 3283 3287 3285 1470
               3483 3481 3484 3485 3490 3482 3492
               3061 3085 3064 3062 3065 3066 3063 3068 3080 3262 3230 3229 3264 3265 3267 3271
               3225 3226 3227 3126 3123 3122 3121 3144
               3161 3160 3150 3145 3238 3212 3273 3236 3200 3239 3211
               3124
               3486 3487 3488 3489 3503 3504 3506 3505 3500 3499 3497 3494 3493 3108
               1471 # Melita (Malta)
               1362 1366 1367 1283 1282 1278 1276 1284 #Malaca
               1347 1348 #Carteia
               3092 3095 3120 6301 6478 6490 #More North African Ports
              1465 1464 1466 1467 1468 1469 #BLD
           }
          
       }

Now Carthage should have direct control of the Balearic Isles. Just always remember when giving a country cities to cut out the city code from the original owner. This isn't something to worry about for territory that isn't owned by any country.

You can also further edit cities as well in this file. I'll show you the city of Carthage as an example.

Code:
  3256 = { #carthago
       commerce_building = 3
       population_building = 1
       citizen = {
           culture = hebrew
           religion = judaism
       }
       citizen = {
           culture = hebrew
           religion = judaism
       }
       citizen = {
           culture = hebrew
           religion = judaism
       }
   }

As you can see you can add/remove buildings and extra pops with different cultures and religions. You're worried about Roman salt you can add a fort. Also lets lets say your an anti-semite:p and want to get rid of these jewish pops and want to replace them with Roman slaves and we want triple the number of Roman slaves well you'd simply rewrite the code as.

Code:
 3256 = { #carthago
       commerce_building = 3
       population_building = 1
       fortress_building = 1
       citizen = {
           culture = roman
           religion = roman_pantheon
       }
       slaves = {
           culture = roman
           religion = roman_pantheon
       }
       slaves = {
           culture = roman
           religion = roman_pantheon
       }
       slaves = {
           culture = roman
           religion = roman_pantheon
       }
       slaves = {
           culture = roman
           religion = roman_pantheon
       }
       slaves = {
           culture = roman
           religion = roman_pantheon
       }
       slaves= {
           culture = roman
           religion = roman_pantheon
       }
       slaves= {
           culture = roman
           religion = roman_pantheon
       }
       slaves = {
           culture = roman
           religion = roman_pantheon
       }
   }

An important note about buildings is in game it can't exceed the number of buildings the city can support, or it will not add in all the buildings for example I tried giving Carthage in my mod 3 markets, 2 forts and 3 granaries and it could only support 5 buildings based on pops. So when I booted the game only 1 market, 2 forts, and 2 granaries appeared in game.

Diplomacy is pretty simple so here is an example of two countries down below.

Code:
 defensive_league = {
       member = GAD
       #member = CTI
       member = MST
   }
  
   defensive_league = {
       member = OPO
       member = MYL
       member = MND
   }
  
   #Arcadian League
   defensive_league = {
       member = MTE
       member = STP
       member = MGL
       member = AZA
       member = HRA
   }

Defensive Leagues are pretty simply just add the members of the league you want.

Code:
#Lysimachos and Cassander - Alliance
  alliance = { first = MAC second = TRE }

For alliances just use this code and put the TAGS for the two countries in it.

Code:
#Carthage
  dependency = { first = CAR second = BLD subject_type = feudatory }
   #dependency = { first = CAR second = CTI subject_type = feudatory }
   #dependency = { first = CAR second = MLK subject_type = feudatory }
   dependency = { first = CAR second = MSL subject_type = vassal_tribe }
   dependency = { first = CAR second = MSY subject_type = vassal_tribe }
   dependency = { first = CAR second = TPS subject_type = feudatory }
   dependency = { first = CAR second = UTC subject_type = feudatory }
   dependency = { first = CAR second = HDR subject_type = feudatory }
   dependency = { first = CAR second = ACO subject_type = feudatory }
   dependency = { first = CAR second = LPT subject_type = feudatory }
   dependency = { first = CAR second = TRP subject_type = feudatory }
   dependency = { first = CAR second = EMP subject_type = feudatory }
   dependency = { first = CAR second = IOL subject_type = feudatory }
   dependency = { first = CAR second = KUA subject_type = feudatory }

Vassals are a bit more complicated. Always make sure the master country is first and the subject is second and to put in the right subject type. You can find the subject types in the subject_types folder in (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common\subject_types) to see all the different kinds of subjects, or even add your own types.

So that is what I have to say for the subject.txt file, but there is more to it like setting up trade routes and stuff, but I figured if you want to know more about it just ask me. It's just that trade is a bit more complicated and you have to make sure everything matches so it's a lengthy topic.

Hopefully this wall of text was of some help to you.
 
Figured I'd post this as well.

Moving on to characters here. So the file you're going to want to look for is the character_setup.csv file in the common folder. (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common). Once again copy this file to your own mods common file.

Looking inside the file you'll notice each line represents a character and the code looks something like this.

Code:
ROM,0,Publius Sempronius NICKNAME_SOPHUS,Sempronii,M,roman,roman_pantheon,7,7,8,8,200,80,60,401,,,,yes,jealous|victorious|wise,civic_party,,ruler,,

As with the province_setup.csv there is a guide at top that tells you what each part corresponds with.

Code:
#Country,ID,Name,Family,Gender,Culture,Religion,Martial,Charisma,Finesse,Zeal,Wealth,Loyalty,Popularity,Birthday,Father,Mother,Spouse,Vanity,Traits,Party,Offices,ruler,DNA,

The first thing I want to say is that currently in vanilla there are 206 characters in teh character_setup.csv file. If you add a new character at the bottom of the list their ID will be 207. It does not matter if you give them the ID number 300 they will be 207. What determines their ID is their place on the list.

Now before we add a character lets take a gander at the cultures folder in the commons folder.(C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common\cultures) in this folder you'll find a list of culture groups and can even add your own cultures if you wanted. I'll post West Levantine culture as an example.

Code:
west_levantine = {  
  color = hsv { 0.75 0.9 0.73 }


   male_names = {
       Abbar Abdmelqart Adonibaal Agbal Ahirom Azimilik Baal Baalhanno Bodashtart Bodmelqart Bomilcar Bostar Boulomenus Carthalo Chelbes
       Eshbaal Eugoras Germelqart Hamilcar Hannibal Hanno Hasdrubal Himilco Hiram Mago Maharbal Mattan Metallo Milkherem Milkiram
       Paltibaal Philosir Boodes Bomical Gisgo Malchus Abdhamon Abibaal Abirami Ahumm Eshmounhilles Eshmouniaton Itthobaal Paltibaal
       Ummashtart Melqartshama Batnoam Urumilki Yehomilk Yadamilk Baaliaton Barekbaal Gerbaal Gerimilki Khiletzbaal Tabnit Yutpan Zimrida
       Danel Kanmi Maharbaal Milkpilles Melqartpilles Milkyaton Massinissa Hiempsal Juba
   }
   female_names = {
       Abdosir Arishat Astarte Batnoam Dido Shayna Sophonisba Tamar Adiya Tabua Yapa Ytab Suhaima Huldu Mashah Gamila Asherah Izavel Iezabel Arishat Elissa Muttunbaal
      
   }
   family = {
       Abbarid.Abbarid.Abbarid.Abbarid
       Adonibaal.Adonibaalid.Adonibaalid.Adonibaalid
       Ahirom.Ahiromid.Ahiromid.Ahiromid
       Baalhannid.Baalhannid.Baalhannid.Baalhannid
       Baalid.Baalid.Baalid.Baalid
       Barca.Barca.Barcid.Barcid
       Bostara.Bostara.Bostarid.Bostarid
       Chelbesid.Chelbesid.Chelbesid.Chelbesid
       Eshbaalid.Eshbaalid.Eshbaalid.Eshbaalid
       Eugorid.Eugorid.Eugorid.Eugorid
       Hannid.Hannid.Hannid.Hannid
       Hiramid.Hiramid.Hiramid.Hiramid
       Mago.Mago.Magid.Magid
       Mattanid.Mattanid.Mattanid.Mattanid
       Metallid.Metallid.Metallid.Metallid
       Milkiramid.Milkiramid.Milkiramid.Milkiramid
       Philosirid.Philosirid.Philosirid.Philosirid
       Gisgo.Gisgo.Gisgoid.Gisgoid
       Gerbalid.Gerbalid.Gerbalid.Gerbalid
       Hammid.Hammid.Hammid.Hammid
       Eugarid.Eugarid.Eugarid.Eugarid
       Mashhid.Mashhid.Mashhid.Mashhid
       Ummashid.Ummashid.Ummashid.Ummashid
   }
   culture = {
       carthaginian = {}
       phoenician = {}
       hebrew = {
           male_names = {
               Simon Joseph Judah Eleazar Yohanan Joshua Hananiah Jonathan Mattathias Menahem Jacob Hanan Dositheus Zachariah Ishmael Levi Saul Onias Samuel Ezekiah Gadish Gani Hagai Hanilai Harsom Harqaq Maro Nathanel Nathan Nebalta Nicandus Jason Jeremiah Kasaias
           }
          
           female_names = {
               Hannah Mariam Salome Shelamzion Martha Joanna Shiphra Berenice Sarah Imma Mara Hermione Helene Grapte Elisheba Esther Lysia Judith Julia Joanna Mara
           }
          
           family = {  
               Hyrcanus.Hyrcanus.Hyrcanus.Hyrcanian                      
               Iscariot.Iscariot.Iscariot.Iscarian                              
               Laganiat.Laganiat.Laganiat.Laganian                              
               Braham.Braham.Braham.Brahamid                      
               Gedide.Gedide.Gedide.Gedidid                          
               Kohan.Kohan.Kohan.Kohanid                          
               Yochanan.Yochanan.Yochanan.Yochanid                              
               Maiman.Maiman.Maiman.Maimanian                          
               Megiston.Megiston.Megiston.Megistonid                              
               Likhluket.Likhluket.Likhluket.Likhlukid                              
               Marsyam.Marsyam.Marsyam.Marsyamid                              
               Neron.Neron.Neron.Neronid                              
               Nicoliat.Nicoliat.Nicoliat.Nicolid                              
               Nisat.Nisat.Nisat.Nisatid                              
               Nuri.Nuri.Nuri.Nurian                      
               Mahana.Mahana.Mahana.Mahanian              
               Manale.Manale.Manale.Manalian          
               Josephus.Josephus.Josephus.Josephiad          
               Kalatha.Kalatha.Kalatha.Kalathid              
               Karkema.Karkema.Karkema.Karkemid
           }
       }
       nabatean = {
             male_names = {
                Abiyasa Abraha Alhan Amdan Amkarib Ammdhakhar
                Ammshafiq Ammyitha Abkarib Abyada Bi_athtar
                Dhamar_ali Dhamarkarib Fara_karib Ghaylan Hasan
                Hawfi_amm Hawfi_athat Hayu Hufn Il_azz Ilrayum
                Ilsama Ilsharah Ilyafa Karib_il Khalkarib Ma_ad_il
                Ma_adkarib Mabhad Malikkarib Marthad Marthad_ilum
                Mas_ud Muhaqim Muratta Nabat Nabatali Nasha_karib
                Ra_ab_il Rabbshams Sa_dshams Shahr Shamdar Shammar
                Sharah_il Simyafa Sumhu_ali Sumhuyafa Tha_ran
                Tubba_karib Wahab Waqah_il Waraw_il Watar Yada_ab
                Yada_ib Yada_il Yadhmurmalik Yakribmalik Yashhur_il
                Yashhurmalik Yasir Yasuduq_il Yazil Yigal Yitha_amar
                Yitha_il Yuhaqam Yuhar_il Yusuf
            }
             female_names = {
                Adiya Baslu Gamilath Hind Huldu Layla Mamah Maryam Masah
                Mawiya Shagilath Shamsi Suhaimah Tabua Te_lkhunu Yapa
                Yathi_eh Yutab Zabibah Zarqa
            }
             family = { }
        }
   }
  
   barbarian_names = {
       SARAKENOI ITOURAIOI SCENITAE HEMESENOI ZABADAIOI AOUIDENOI CHALUTAIOI AGRAIOI EPIMARANITAE
   }
  
   graphical_culture = carthaginian_gfx
   ethnicities = {
       10 = levantine
   }
}



In this folder you can add new names that will randomly appear for a culture, set the culture color, and add families that will spawn. If you want to add a new family just add a new one at the bottom of the family code like I'll post below with the Itthobaalid family.



Code:
family = {
      Abbarid.Abbarid.Abbarid.Abbarid
       Adonibaal.Adonibaalid.Adonibaalid.Adonibaalid
       Ahirom.Ahiromid.Ahiromid.Ahiromid
       Baalhannid.Baalhannid.Baalhannid.Baalhannid
       Baalid.Baalid.Baalid.Baalid
       Barca.Barca.Barcid.Barcid
       Bostara.Bostara.Bostarid.Bostarid
       Chelbesid.Chelbesid.Chelbesid.Chelbesid
       Eshbaalid.Eshbaalid.Eshbaalid.Eshbaalid
       Eugorid.Eugorid.Eugorid.Eugorid
       Hannid.Hannid.Hannid.Hannid
       Hiramid.Hiramid.Hiramid.Hiramid
       Mago.Mago.Magid.Magid
       Mattanid.Mattanid.Mattanid.Mattanid
       Metallid.Metallid.Metallid.Metallid
       Milkiramid.Milkiramid.Milkiramid.Milkiramid
       Philosirid.Philosirid.Philosirid.Philosirid
       Gisgo.Gisgo.Gisgoid.Gisgoid
       Gerbalid.Gerbalid.Gerbalid.Gerbalid
       Hammid.Hammid.Hammid.Hammid
       Eugarid.Eugarid.Eugarid.Eugarid
       Mashhid.Mashhid.Mashhid.Mashhid
       Ummashid.Ummashid.Ummashid.Ummashid
       Itthobaal.Itthobaal.Itthobalid.Itthobalid
   }

So lets return to character_setup.csv and add a character and we'll add in Hannibal Barca. We need to add in his country, character ID which will be 207 since he's our first character, his name, family name, his sex culture, and religion.

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,,,,,,,,,,,,,,,,,,

Now lets add in his stats which go in the order Martial(Military), Charisma(Oratory), Finesse(Civic), Zeal(Relgion).

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,,,,,,,,,,,,,,

The next three things are Wealth,Loyalty,Popularity which is all pretty self explanatory. Wealth can go about as high as you like and Loyalty and Popularity seem to go up to atleast 100 from what I can gather.

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,,,,,,,,,,,

And lastly what is atleast needed to complete a character is his birthday which will make Hannibal 30 and set his birth year as 420.

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,420,,,,,,,,,,

Now the next three things you can leave blank, but would be a characters family and I'll add in to just show as an example. In this order it goes Father,Mother,Spouse. For the Spouse you don't have to put Hannibal's code in the spouses line as well you could leave theirs blank, or leave Hannibals spouse code blank and put Hannibals code in the Spouses line. So long as one of the characters has the other marked as a spouse.

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,420,208,209,210,,,,,,,

As to the next thing Vanity I haven't a clue what it is, or what it does. All I know is it can be a yes, or no( or blank). So we'll skip it.

Next part is traits and if you want to find the list of traits and what they do you can look in the traits folder in the common folder. (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common\traits)

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,420,208,209,210,,original_thinker|confident|tactician|steadfast|brave,,,,,

You can add as many traits as you'd like. Although if you go over 8 you'll start to notice some funny business with the graphics on the character list tab in game.

Party comes next which is important if your character lives in a republic and you can find the list of parties in the party_types folder in the common folder. (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common\party_types)

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,420,208,209,210,,original_thinker|confident|tactician|steadfast|brave,military_party,,,,

The next part is offices(jobs) which you can find the different job types in the offices folder. (C:\Program Files (x86)\Steam\SteamApps\common\ImperatorRome\game\common\offices)

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,420,208,209,210,,original_thinker|confident|tactician|steadfast|brave,military_party,office_tribune_of_the_soldiers,,,

As to who does what research I haven't found a specific office to give the character. There might be a way to set this, but the only thing I know so far is it will automatically give the job to the first unemployed character with the highest relevant stats. So the guy doing Civic Research will be the character with the highest finesse stats without a job.

Giving characters governorships is a whole other process dealing with different files and if you want to know how to set governors just ask and I'll tell you how to do it.

As to having characters be Admirals and Generals it appears that most armies and navies if not all automatically generate at game start based on the countries stats so there isn't a way to set your Admirals and Generals by modding. Just have characters made to set as Admirals and Generals when the game starts.

The next on is ruler and it's pretty simple. Just type in ruler, or leave it blank. Just make sure to remove the ruler from another character that is the ruler of that country. Just a note not all countries have a preset ruler and automatically create one when you start a new game so unless it is one of the major countries odds are they don't have a preset ruler in the character_setup.csv file.

Code:
CAR,207,Hannibal,Barcid,M,carthaginian,carthaginian_pantheon,9,6,7,4,200,75,90,420,208,209,210,,original_thinker|confident|tactician|steadfast|brave,military_party,office_tribune_of_the_soldiers,ruler,,

The very last part is DNA and this one is a bit more complicated. So in game use the console command portrait_editor, or just pe and it will open up an editor that you can create characters. This is a whole beast of it's own and I can't really explain how to use it well with typing so you might be better off just playing around with it to figure it out. There is a copy and paste button for a characters DNA code. just put DNA in the last section. Here is a character with DNA code so you have an idea what it looks like.

Code:
GIT,206,Philipp,Sirc,M,gutones,germanic_religion,5,5,5,5,150,90,30,422,,,,yes,conqueror|disciplined|gluttonous|lustful|prominent ,,,,aeFp4aRfpF+us66zA50DnQKXApcCaAJoApECkQKWApYCggKCAosCiwJ4AngClAKUBMkEyQJxAnECgwKDAmsCawJvAm8BYwFjAnECcQFhAWEClgKWAnoCegJ9An0BbAFsAnsCewJ8AnwCdQJ1AosCiwJsAmwCgAKAAoICggKUApQCZgJmAmkCaQKXApcCjwKPAVMBUwJuAm4CmQKZAV4BXgKOAo4BUgFSAosCiwKUApQCkQKRAoYChgKAAoACiQKJAm4CbgJ3AncCaAJoAn4CfgKZApkCfAJ8An4CfgKEAoQCawJrApcClwLxAvEAQABAARUBFQDNAM0AQQBBANkA2QKaApoC2QLZAJQAlAKrAqsEsQSxACMAIwB/AH8A4ADgAUkBSQFDAUMA8wDzATABMACMAIwB3wHfASsBKwB/AH8AswCzATgBOADCAMICxQLFAVwBXACvAK8BTwFPAIEAgQAgACAAvAC8AusC6wAGAAYHeAd4AH8AfwHiAeIH/wdAAK4ArgTLBCIF/wVmDYENgQAAAAAAAAAAAAAAAA== ,

Just remember to leave values you don't plan to fill in blank and not to get your commas mixed up, or your character in game won't appear properly.

Hopefully this helped you and if you need help with anything else just ask me and I'll see what I can offer.
 
Last edited:
Can you add siblings? I don't see any how except adding a father or mother and adding kids which would make them siblings but I want the father dead cause the mod I'm making the father is dead but has 5 kids and 1 daughter
 
Can you add siblings? I don't see any how except adding a father or mother and adding kids which would make them siblings but I want the father dead cause the mod I'm making the father is dead but has 5 kids and 1 daughter

Well the only way to make characters siblings is to give them the same parents, but there doesn't seem to be a way to have a character dead before the start of the game(there could be a way, but I just don't know). The only thing I could say is have the characters share a mother.
Characters can also be part of the same family, but not be siblings by simply giving them the same last name.
 
@ShamanMcLamie Out of topic a little bit here, but I found a mod No Mana, and I like the idea of it, so thanks for detailed explanation on things, I do appreciate this information. My question is, based on the post about AI modding from one of the programmers, I understand that some changes, must be coded into AI behaviour as well, and this seems to be a very dark topic. Do you you know if replacing all the mana, with no values or gold values, or lets say adding new buildings with new modifieres, will need to be coded into AI decisions? Or lets say I want to reduce by 50% manpower generation and its cap, surely this will mess up with how AI will perfom, because im afraid, that even if I change all this for the game, and player, the AI wont adapt to new values, and will still be calculating in the scripts wrong values to make decisions.
 
I have a problem. Any mod folder is creating when I create a mod by the launcher. The game is installed in the C: drive and the Documents/Paradox files are in D: . Is this the problem ?
 
This is a helpful thread! I'm just trying out how to mod, too. If I type "reload events" into the console, does that reload only the event files from my mod, or all the events in the game files as well?