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that is my suggestion

north Han # Confucian and Taolism 646 647 649 1818 1561 1562 651 650 1448 1447 1560 1397 1564 1820 654 652
1449 1558
south Han # Confucian and Mahayana 653 1819 1567 655 656 657 1817 1808 1807 658 1566 1557 1563 1455 1565
Chuang # Mahayana 659 660 661 1446 1555
Miao # pagan and Theravada 1553 1821 1556 1554
Manchu # pagan to Confucian
Mongol # pagan to Vajrayana
Tibetan # Vajrayana
Hui # Muslim 1559 1606 1604 1607
Uighur # Muslim

still a little complicated

northern han is a monophyletic group, southern han is a paraphyletic or even a polyphyletic group.

To avoid conflict, I think an agreeable compromise, in my case, is to eliminate the 'cantonese' culture, and replace provinces with cantonese culture with han culture, since cantonese are han chinese, and because han chinese are diverse and differ from region to region despite some similarities. The demesne of the cantonese people in 1419 is most of guangdong, eastern guangxi, and some part of hainan. and so, southeastern coastal guangdong was not inhabited by cantonese people at all- they were inhabited by the Teochew people, a people of Hokkien descent.

southern han is problematic, more so than northern han, because each of the southern han peoples have differing origins (representing different migrations from northern china).

The Min-speaking peoples- Hokkiens, Teochews, Hokchius (later after 1419 the hainanese, taiwanese, leizhounese, and zhenanese) forbears came from migrants from northern china during the 4th to 5th centuries who intermarried with the indigenous Minyue inhabitants. Later, during the Tang dynasty, many Northern Chinese fled to Fujian due to strife in a second wave of emigration. During the events of EUII/III and FTG, life on Fujian was hard, and many decided to emigrate to other regions of coastal southern China. These people settled in the Leizhou peninsula of Guangdong, the islands of Hainan and Taiwan, and a small portion of southern Zhejiang bordering Fujian near the Wu-speaking city of Wenzhou.

The Yue-speaking peoples- or the Cantonese came much later from Northern China, in about three-four separate migration waves from Northern China that displaced the Yue/Viet and the Zhuang peoples from their original lands- first during the 4th-5th centuries during Eastern Jin, then during the 7th-9th centuries during the Tang dynasty, and finally during the 11th-12th centuries, during the Song dynasty.

The Wu-speaking peoples - The people of Jiangnan and Wuyue region- the descendants of many Northern Chinese migrants throughout history since the Warring States era and the indigenous Baiyue inhabitants- the Yuyue and the Gouwu peoples, and these migrations assimilated to the local Wu culture. Many of these migrants intermarried with the local population several times, and were then assimilated into the more 'dominant' local Wu Chinese culture. Wu culture and its peak and its influence were the strongest during the Five Dynasties and Ten Kingdoms era nation of Wuyue, and later the Song dynasty, after Wuyue was annexed into the Song empire. Mahayana Buddhism was historically dominant in the Wu region, especially the Zen and Tiantai sects.

The Wuyue Kingdom cemented the cultural and economic dominance of the Wuyue region in China for centuries to come, as well as creating a lasting regional cultural tradition distinctive from the rest of China. The leaders of the kingdom were noted patrons of Buddhism, and architecture, temple decoration, and religious sculptures related to Buddhism. The cultural distinctiveness that began developing over this period persists to this day as the Wuyue region speaks a dialect called Wu (the most famous variant of which is Shanghainese), has distinctive cuisine and other cultural traits.

Gan-speaking Chinese are the descendants of migrants to Jiangxi from Northern China during the Qin dynasty, after the indigenous Baiyue tribes were subdued by Qin Shi Huang. Later, since Central China was prone to war, from the 4th-12th centuries on, more Northern Chinese migrants left their homes to Jiangxi. There they then spread out to Eastern Hunan and southern Anhui and Hubei.

The Hakka are the descendants of Han Chinese who fled, what is now the modern provinces of Henan and Shaanxi, for the most part, during the Song dynasty, after the Jingkang incident, the Hakka were settled in inland Southern China (modern Sichuan, Jiangxi, Hubei, Hunan) to flee Jurchen rule. During the Qing dynasty, Kangxi Emperor evacuated the local cantonese residents of Eastern Guangdong due to the threat from Ming pretenders on Taiwan. After the threat subsided, the Qing dynasty reinvited the Cantonese, but to no success. So the Qing invited the Hakka to settle in Guangdong.

The use of the term Hakka to describe this people is thought to be comparatively recent, dating to the Qing Dynasty (c. 17th century).

There are a number of references that connect the ancestry of the Hakka in pre-empirical China to that of the Xiongnu nomadic people, who had a considerable, sometimes dominating presence in northern China from the Han Dynasty (202 BC-AD 220) period to the Southern and Northern Dynasties (420-589). Their ancestors migrated southwards several times because of social unrest, upheaval, and continued invasion of foreign conquerors, since the Jin Dynasty (265-420). Subsequent migrations occurred at the end of the Tang Dynasty when China fragmented, during the middle of the Song Dynasty which saw massive depopulation of the north and a flood of refugees southward, when the Jurchens captured the northern Song capital, at the fall of the Song to the Mongols in the Yuan Dynasty, and when the Ming Dynasty fell to the Manchu who formed the Qing Dynasty.Some of these migrants did not want to reveal where they were from as, under Chinese Laws, a crime of treason committed by one person is punishable by death upon the clan of that person up to nine generations. As the locals did not know where the migrants were from, they referred to them as 'guest families'.

During the reign of Qing Emperor Kangxi, the coastal regions were evacuated by imperial edict for almost a decade, due to the dangers posed by the remnants of the Ming court who had fled to what is now Taiwan. When the threat was eliminated, the Kangxi Emperor issued an edict to re-populate the coastal regions. To aid the move, each family was given monetary incentives to begin their new lives; newcomers were registered as "Guest Families" (客戶, kèhù).

The Xiang-speaking peoples (or the Chu as they were called in ancient times). Hunanese are mostly the descendants of the Chinese kingdom of Chu, who were migrants from Northern China during the Zhou dynasty.
Hunan's primeval forests were first occupied by the ancestors of the modern Miao, Tujia, Dong and Yao peoples. It entered the written history of China around 350 BC, when under the kings of the Zhou dynasty, it became part of the State of Chu. At this time, and for hundreds of years thereafter, it was a magnet for migration of Han Chinese from the north, who cleared most of the forests and began farming rice in the valleys and plains. To this day many of the small villages in Hunan are named after the Han families who settled there. Migration from the north was especially prevalent during the Eastern Jin Dynasty and the Southern and Northern Dynasties Periods, when nomadic invaders pushed these peoples south.
 
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Nice to hear you're almost done with your porting (and enhancing) effort !

:cool:

Your mod was my preferred one in EU2 era, I'm truly expetting great hours of pleasure playing the new one. :)

Best regards
 
Scenarios are now done and I reworked some more events. Now only adding Buddhist branches is left for tomorrow and then I can upload 2.00. ;)

For 2.00 it is very important for all people playing the mod to please report to me about any events that makes no sense or lacks something, nations doing weird things, cultures and religions that are in wrong places and last that the monarchs have no duplicated IDs. :D
 
Mmm, I always wanted more goods in the game myself. And I believe you had already quite a lot of graphics to chose from on that account no?

Anyway, my personal favorites to add were always silk, olive oil, horses and butter & cheese ;). Silk being very useful even in Europe but certainly in Asia, horses for multiple steppe/desert regions which now usually get stuck with misused wool. Dairy products to give a number of baltic, scandinavian and dutch provinces something else than fish and timber ;). And olive oil for the mediterranean and mid-east obviously.

Btw, for watk4 I'm currently considering the idea of axing cloth and naval supplies entirely as they should be manufactory products, and instead make cloth, wool, silk and flax the new resources for infra manufactories, and timber and wax for naval manufactories. I even thought about adding Barley as another good for breweries - I mean, what's a brewery without beer? :D
 
goods suggestion

1.grain, rice, maize, wool, fish,livestock,fur,leather,salt
2.copper, iron,lead, naval supplies,gold,silver,precious stone
3.chinaware,glassware,wine,tea,opium, slaves,silk,ivory
4.coffee, tobacco, cotton, sugar, cacao,clove, pepper, cinnamon,nutmeg,sandal,ebony,olive,wax
 
These are the goods I used for my version.
Code:
#Basic

grain = {
	base_price = 5
	land_support = yes
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

rice = {
	base_price = 5
	land_support = yes
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

cattle = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { grain = 0.01 } 
	demand = { salt = 0.01 } 
	demand = { spices = 0.01 } 	

	manufactory = { type = refinery income = no }
}

fish = {
	base_price = 8
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	demand = { salt = 0.01 } 
	demand = { spices = 0.01 } 		
	
	manufactory = { type = navalequipment income = yes }
}

wine = {
	base_price = 12
	
	min_demand = 0.25
	max_demand = 1.25
	
	bailiff = 0.01
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = yes }
}

olive = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

#-----------------------------------------------------------------------------------------------
#Fabrics

cloth = {
	base_price = 15
	
	min_demand = 0.50
	max_demand = 1.50
	
	bailiff = 0.01
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	goods = 0.01

	demand = { cotton = 0.01 } 
	demand = { silk = 0.01 } 
	demand = { wool = 0.01 } 
	demand = { dye = 0.01 } 

	manufactory = { type = goods income = yes }
}

linen = {
	base_price = 8

	min_demand = 0.25
	max_demand = 1.25

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01	
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { dye = 0.01 } 	
 		 	
	manufactory = { type = goods income = yes }
}

fur = {
	base_price = 10
	
	min_demand = 0.75
	max_demand = 2.00
	
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

carpets = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	cityrights = 0.01
	courthouse = 0.01
	
	luxury = 0.01

	demand = { cotton = 0.01 } 	
	demand = { silk = 0.01 } 	
	demand = { wool = 0.01 } 	
	demand = { dye = 0.01 } 	
	
	manufactory = { type = goods income = no }
}

silk = {
	base_price = 16

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	demand = { dye = 0.01 }  	
	
	manufactory = { type = goods income = yes }
}

wool = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	bailiff = 0.01
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01 	
	
	manufactory = { type = goods income = no }
}

#-----------------------------------------------------------------------------------------------
#Mines

copper = {
	base_price = 15

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01

	manufactory = { type = weapons income = yes }
}

gold = {
	base_price = 0
	inflation = yes

	min_demand = 1.00
	max_demand = 1.00

	manufactory = { type = luxury income = no }
}

silver = {
	base_price = 0
	inflation = yes

	min_demand = 1.00
	max_demand = 1.00

	manufactory = { type = luxury income = no }
}

iron = {
	base_price = 15

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01

	manufactory = { type = weapons income = yes }
}

tin = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01

	manufactory = { type = weapons income = no }
}

lead = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01

	manufactory = { type = weapons income = no }
}

saltpetre = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01

	manufactory = { type = weapons income = no }
}

#-----------------------------------------------------------------------------------------------
#Other Raw Materials

timber = {
	base_price = 6
	naval_support = yes
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = navalequipment income = yes }
}

salt = {
	base_price = 12
	
	min_demand = 0.25
	max_demand = 1.25
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = weapons income = no }
}

#-----------------------------------------------------------------------------------------------
#Plantations

coffee = {
	base_price = 12
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01	

	demand = { tea = -0.01 } 	
	demand = { wine = -0.01 } 	
	
	manufactory = { type = refinery income = no }
}

cotton = {
	base_price = 8
	slaves_demand = 1

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01	
	
	goods = 0.01
		
	demand = { wool = -0.02 } 		 
	
	manufactory = { type = goods income = yes }
}

dye = {
	base_price = 12
	
	min_demand = 0.50
	max_demand = 1.25
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	demand = { tropical = 0.01 } 	
	
	manufactory = { type = goods income = no }
}

sugar = {
	base_price = 16
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 1.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	refinery = 0.01

	demand = { honey = -0.01 } 		
	
	manufactory = { type = refinery income = yes }
}

tobacco = {
	base_price = 14
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = yes }
}

#-----------------------------------------------------------------------------------------------
#Slaves

slaves = {
	base_price = 10
	slaves = 0.01

	min_demand = 0.00
	max_demand = 3.00

	manufactory = { type = weapons income = no }
}

#-----------------------------------------------------------------------------------------------
#Exotic

dates = {
	base_price = 6

	min_demand = 0.25
	max_demand = 1.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

hides = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

ivory = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

bamboo = {
	base_price = 8

	min_demand = 0.25
	max_demand = 1.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = navalequipment income = yes }
}

tropical = {
	base_price = 10

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = navalequipment income = no }
}

tea = {
	base_price = 13

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	demand = { coffee = -0.01 } 
	demand = { wine = -0.01 } 	
	
	manufactory = { type = refinery income = no }
}

porcelain = {
	base_price = 14

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

crafts = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

glass = {
	base_price = 10

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

gems = {
	base_price = 15

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = luxury income = no }
}

spices = {
	base_price = 18

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

drugs = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

olive = olive oil
tropical = tropical woods (like brazilwood)
craft = craft products (clocks, furniture, decorations, etc.)

Still unsure about local goods like drugs or bamboo (China) or dates (N. Africa). Not sure whether I should split dye in woad, indigo, cochineal, etc. and whether or not include honey or wax. For the latter, I am clueless as to which provinces should produce them.
 
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I just downloaded the mod and it's not possible to use it.

1. When I load the mod i get some errors about wrong cultures in the revolt.txt
2. After ignoring those errors I tried to start a game and I get errors for every province that has one of the new cultures (english, occitan, bavarian, etc.)

Whats wrong with the mod?
 
This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times.

This limit is reached.



ORZORZORZ
 
Did you read what cool-toxic said?
Everybody 2.00 has been uploaded the first 10 will get it today and the rest will have to wait for Martmol to upload it at his place. www.eu2ftg.com
For download link look in the first post in this thread.