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Thread: [TUTORIAL] Europa Universalis III - How to edit the national ideas

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  1. #1

    Default [TUTORIAL] Europa Universalis III - How to edit the national ideas

    Hello everybody I'm going to wright a small tutorial that will help you change the effects of the national ideas.

    First of all you need to open the ideas file, it is located in [...]\Europa Universalis III\common

    Now as you can see the line no 6 says "naval_ideas" this means that the following lines are the naval ideas:

    Code:
    naval_ideas = {
    	press_gangs = {
    		global_ship_cost = -0.5
    	}	
    	grand_navy = {
    		naval_forcelimit_modifier = 1.0
    	}
    	sea_hawks = {
    		navy_tradition = 0.01
    	}
    	superior_seamanship = {
    		naval_morale = 1.0
    	}
    	naval_glory = {
    		prestige_from_naval = 1.00	#100% extra prestige  from naval battles
    	}
    
    	excellent_shipwrights = {
    		trigger = {
    			naval_tech = 7
    		}
    		leader_naval_manuever = 2
    	}
    	naval_fighting_instruction = {
    		trigger = {
    			naval_tech = 30
    		}
    		blockade_efficiency = 0.5
    	}
    	naval_provisioning = {
    		trigger = {
    			naval_tech = 53
    		}
    		sea_repair = yes
    	}
    Now I'm going to give you a example editing the exploration ideas, I'm going to add more colonists to the colonial ventures:

    Code:
    }
    
    exploration_ideas = {
    	land_of_opportunity = {
    		global_colonial_growth = 0.33	# more people per year in colonies.
    	}
    	merchant_adventures = {
    		merchant_cost = -0.33		#1/3rd cheaper merchants
    	}
    	colonial_ventures = {
    		colonists = 5		# 5 extra colonist each year.
    	}
    	
    	shrewd_commerce_practise = {
     		merchant_compete_chance = 0.1
      	}
    	vice_roys  = {
     		global_tariffs = 0.33
     	}
     	
    
    	quest_for_the_new_world	= {
    		trigger = {
    			trade_tech = 7
    		}
    		may_explore = yes	#may recruit explorers/conquistadors
    		range = 0.5		#can colonist 50% further.
    		colonists = 1		
    
    	}
    
    	scientific_revolution = { 
    		trigger = {
    			trade_tech = 30
    		}
    		technology_cost = -0.1
    		papal_influence = -0.05;
    	}
    
    	improved_foraging = {
    		trigger = {
    			trade_tech = 53
    		}
    		land_attrition = -0.5
    	}
    }
    As you can see all I've done was change the 1 to 5, this means that from now on you will get 5 colonists instead of only 1.

    Also you can do more than just raise the effects, you can add them, e.g: if you want land of opportunity to give you colonists, just add the code below it:

    Code:
    exploration_ideas = {
    	land_of_opportunity = {
    		global_colonial_growth = 0.33	# more people per year in colonies.
                    colonists = 1		# 1 extra colonist each year.
    	}
    So that's all, now you shall be able to do it your self, if you have any doubt just post asking for help

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

  2. #2

    Default Re: [TUTORIAL] Europa Universalis III - How to edit the national ideas

    Do changes apply to save games?

  3. #3

    Default Re: [TUTORIAL] Europa Universalis III - How to edit the national ideas

    Yes.

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

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