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Thread: [TUTORIAL] Europa Universalis III - Changing buildings effects / build time

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  1. #1

    Default [TUTORIAL] Europa Universalis III - Changing buildings effects / build time

    In this tutorial I'll teach the bases of the buildings file edition.

    First of all you need to open the buildings file, you can find it in [...]\Europa Universalis III\common

    Now this is the code that you will see:

    Code:
     # trigger = t # an and trigger that needs to be fullfilled to build and keep the building
    # one_per_country = yes/no # if yes, only one of these can exist in a country
    # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus
    # destroy_on_conquest = yes/no # destroy this building if conquered
    # onmap = yes/no # show as a sprite on the map
    # category = x # the category used for labels and such
    
    # Government
    temple = {
    	cost = 50
    	time = 12
    	modifier = {
    		stability_cost = -4 #reduces stability cost by 4$
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    	category = 1
    }
    
    courthouse = {
    	previous = temple
    	cost = 75
    	time = 12
    	modifier = {
    		local_revolt_risk = -1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    spy_agency = {
    	previous = courthouse
    	cost = 100
    	time = 12
    	modifier = {
    		local_spy_defence = 0.50
    		stability_cost = -2
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    town_hall = {
    	previous = spy_agency
    	cost = 150
    	time = 12
    	modifier = {
    		local_tax_modifier = 0.25
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    college = {
    	previous = town_hall
    	cost = 200
    	time = 24
    	modifier = {
    		local_revolt_risk = -2
    		local_spy_defence = 0.25
    		spies = 0.05
    		officials = 0.05
    	}
    	destroy_on_conquest = yes
    }
    
    cathedral = {
    	previous = college
    	cost = 300
    	time = 24
    	modifier = {
    		stability_investment = 10
    		local_spy_defence = 0.25
    		local_missionary_placement_chance = 0.01
    		missionaries = 0.05
    	}
    	destroy_on_conquest = yes
    	category = 1
    }
    
    # Land
    armory = {
    	cost = 50
    	time = 12
    	modifier = {
    		regiment_recruit_speed = -0.1
    		local_regiment_cost = -0.05
    		local_manpower = 0.25
    	}
    	destroy_on_conquest = yes
    	category = 2
    	spare_on_core = yes
    }
    
    training_fields = {
    	previous = armory
    	cost = 75
    	time = 12
    	modifier = {
    		regiment_recruit_speed = -0.1
    		local_regiment_cost = -0.05
    		local_manpower = 0.25
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    barracks = {
    	previous = training_fields
    	cost = 100
    	time = 12
    	modifier = {
    		local_regiment_cost = -0.1
    		local_manpower = 1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    regimental_camp = {
    	previous = barracks
    	cost = 150
    	time = 24
    	modifier = {
    		local_manpower_modifier = 0.2
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    arsenal = {
    	previous = regimental_camp
    	cost = 200
    	time = 24
    	modifier = {
    		regiment_recruit_speed = -0.3
    		local_manpower_modifier = 0.3
    	}
    	destroy_on_conquest = yes
    }
    
    conscription_center = {
    	previous = arsenal
    	cost = 300
    	time = 24
    	modifier = {
    		local_manpower = 5
    		land_forcelimit = 5
    	}
    	destroy_on_conquest = yes
    	category = 2
    }
    
    # Naval
    dock = {
    	cost = 50
    	time = 12
    	trigger = {
    		port = yes
    	}
    	modifier = {
    		local_ship_repair = 0.25
    		local_production_efficiency = 0.1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
     	category = 3
    }
    
    drydock = {
     	previous = dock
    	cost = 75
    	time = 12
    	modifier = {
    		ship_recruit_speed = -0.1
    		naval_forcelimit = 1
    	}
    	destroy_on_conquest = yes
     	spare_on_core = yes
    }
    
    shipyard = {
    	previous = drydock
    	cost = 100
    	time = 12
    	modifier = {
    		local_ship_cost = -0.1
    		naval_forcelimit = 1
    
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    grand_shipyard = {
     	previous = shipyard
    	cost = 150
    	time = 12
    	modifier = {
    		local_ship_cost = -0.1
    		ship_recruit_speed = -0.1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    naval_arsenal = {
     	previous = grand_shipyard
    	cost = 200
    	time = 24
    	modifier = {
    		local_ship_cost = -0.2
    		ship_recruit_speed = -0.2
    		naval_forcelimit = 5
    	}
    	destroy_on_conquest = yes
    }
    
    naval_base = {
     	previous = naval_arsenal
    	cost = 300
    	time = 24
    	modifier = {
    		local_ship_cost = -0.2
    		ship_recruit_speed = -0.2
    		naval_forcelimit = 5
    	}
    	destroy_on_conquest = yes
    	category = 3
    }
    
    # Production
    constable = {
    	
    	cost = 50
    	time = 12
    	modifier = {
    		direct_tax_percentage = 0.25		#25% more direct tax
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    	category = 5
    }
    
    workshop = {
    	previous = constable
    	cost = 75
    	time = 12
    	modifier = {
    		tax_income = 1	#increase tax
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    counting_house = {
    	previous = workshop
    	cost = 100
    	time = 12
    	modifier = {
    		local_production_efficiency = 0.25
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    treasury_office = {
    	previous = counting_house
    	cost = 150
    	time = 12
    	modifier = {
    		direct_tax_percentage = 0.25		#25% more direct tax
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    mint = {
    	previous = treasury_office
    	cost = 200
    	time = 24
    	modifier = {
    		local_tax_modifier = 0.5
    	}
    	destroy_on_conquest = yes
    }
    
    stock_exchange = {
    	previous = mint
    	cost = 300
    	time = 24
    	modifier = {
    		tax_income = 5	#increase tax with 5$
    	}
    	destroy_on_conquest = yes
    }
    
    # Trade
    marketplace = {
    	cost = 50
    	time = 12
    	modifier = {
    		local_trade_income_modifier = 0.10
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    	category = 6
    }
    
    trade_depot = {
    	previous = marketplace
    	cost = 75
    	time = 12
    	modifier = {
    		trade_income = 1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    canal = {
    	previous = trade_depot
    	cost = 100
    	time = 12
    	modifier = {
    		local_trade_income_modifier = 0.10
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    road_network = {
    	previous = canal
    	cost = 150
    	time = 12
    	modifier = {
    		trade_income = 1
    		local_movement_speed = 0.1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    post_office = {
    	previous = road_network
    	cost = 200
    	time = 24
    	modifier = {
    		global_trade_income_modifier = 0.01
    	}
    	destroy_on_conquest = yes
    }
    
    customs_house = {
    	previous = post_office
    	cost = 300
    	time = 24
    	modifier = {
    		trade_efficiency = 0.01
    	}
    	destroy_on_conquest = yes
    }
    
    # Fortresses
    fort1 = {
    	cost = 50
    	time = 12
    	modifier = {
    		fort_level = 1
    		local_missionary_placement_chance = 0.004
    		supply_limit = 0.5
    	}
    	destroy_on_conquest = no
    	category = 4
    }
    
    fort2 = {
    	previous = fort1
    	cost = 75
    	time = 12
    	modifier = {
    		fort_level = 1
    		local_missionary_placement_chance = 0.007
    		supply_limit = 0.5
    	}
    	destroy_on_conquest = no
    }
    
    fort3 = {
    	previous = fort2
    	cost = 100
    	time = 12
    	modifier = {
    		fort_level = 1
    		local_missionary_placement_chance = 0.01
    		supply_limit = 0.5
    	}
    	destroy_on_conquest = no
    }
    
    fort4 = {
    	previous = fort3
    	cost = 150
    	time = 12
    	modifier = {
    		fort_level = 1
    		local_missionary_placement_chance = 0.014
    		supply_limit = 0.5
    	}
    	destroy_on_conquest = no
    }
    
    fort5 = {
    	previous = fort4
    	cost = 200
    	time = 24
    	modifier = {
    		fort_level = 1
    		local_defensiveness = 1
    		local_missionary_placement_chance = 0.017
    		supply_limit = 1
    	}
    	destroy_on_conquest = yes
    }
    
    fort6 = {
    	previous = fort5
    	cost = 300
    	time = 24
    	modifier = {
    		fort_level = 1
    		local_defensiveness = 1
    		local_missionary_placement_chance = 0.02
    		supply_limit = 1
    	}
    	destroy_on_conquest = yes
    }
    
    # One per country
    tax_assessor = {
    	cost = 1000
    	time = 12
    	trigger = {
    		OR = {
    			is_capital = yes
    			base_tax = 10
    		}
    	}
    	modifier = {
    		inflation_reduction = 0.05
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    embassy = {
    	cost = 500
    	time = 12
    	trigger = {
    		any_neighbor_province = {
    			NOT = { owned_by = THIS }
    		}
    		NOT = { is_core = THIS }
    
    	}
    	
    	modifier = {
    		diplomats = 1
    		badboy = -0.4
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    glorious_monument = {
    	cost = 1000
    	time = 12
    	modifier = {
    		cultural_tradition = 0.01
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    march = {
    	cost = 500
    	time = 12
    	trigger = {
    		is_core = THIS
    		any_neighbor_province = {
    			NOT = { owned_by = THIS }
    		}		
    	}
    	modifier = {
    		local_defensiveness = 2.0
    		local_manpower = 0.5
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    grain_depot = {
    	cost = 1000
    	time = 12
    	trigger = {
    			is_core = THIS
    			trade_goods = grain
    		}
    	modifier = {
    		land_forcelimit_modifier = 0.20
    		land_maintenance_modifier = -0.20
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    royal_palace = {
    	cost = 1000
    	time = 12
    	trigger = {
    		government = monarchy
    		is_capital = yes
    	}
    	modifier = {
    		legitimacy = 0.01
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    war_college = {
    	cost = 1000
    	time = 12
    	modifier = {
    		army_tradition = 0.01
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    admiralty = {
    	cost = 1000
    	time = 12
    	trigger = {
    		port = yes
    	}
    	modifier = {
    		navy_tradition = 0.01
    	}
    	destroy_on_conquest = yes
    	one_per_country = yes
    	category = 8
    }
    
    #Manufactories
    refinery = {
    	cost = 1000
    	time = 60
    	manufactory = {
    		wine
    		sugar
    	}
    	modifier = {
    		trade_tech_investment = 5
    		population_growth = 0.01
    	}
    	onmap = yes
    	category = 7
    }
    
    wharf = {
    	cost = 1000
    	time = 60
    	modifier = {
    		naval_tech_investment = 5
    		population_growth = 0.01
    	}
    	manufactory = {
    		naval_supplies
    	}
    	onmap = yes
    	category = 7
    }
    
    weapons = {
    	cost = 1000
    	time = 60
    	modifier = {
    		land_tech_investment = 5
    		population_growth = 0.01
    	}
    	manufactory = {
    		copper
    		iron
    	}
    	onmap = yes	
    	category = 7
    }
    
    textile = {
    	cost = 1000
    	time = 60
    	modifier = {
    		production_tech_investment = 5
    		population_growth = 0.01
    	}
    	manufactory = {
    		wool
    		cloth
    	}
    	onmap = yes
    	category = 7
    }
    
    fine_arts_academy = {
    	cost = 1000
    	time = 60
    	modifier = {
    		stability_investment = 5
    		population_growth = 0.01
    		cultural_tradition = 0.01
    	}
    	manufactory = {
    	}
    	onmap = yes
    	category = 7
    }
    
    university = {
    	cost = 1000
    	time = 60
    	modifier = {
    		government_tech_investment = 5
    		population_growth = 0.01
    	}
    	manufactory = {
    	}
    	onmap = yes
    	category = 7
    }
    So as you can see it is splinted in various buildings categories: Government, Land, Naval, etc etc

    Bellow those categories we have the buildings that they have:
    e.g: Land buildings:

    Code:
     # Land
    armory = {
    	cost = 50
    	time = 12
    	modifier = {
    		regiment_recruit_speed = -0.1
    		local_regiment_cost = -0.05
    		local_manpower = 0.25
    	}
    	destroy_on_conquest = yes
    	category = 2
    	spare_on_core = yes
    }
    
    training_fields = {
    	previous = armory
    	cost = 75
    	time = 12
    	modifier = {
    		regiment_recruit_speed = -0.1
    		local_regiment_cost = -0.05
    		local_manpower = 0.25
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    barracks = {
    	previous = training_fields
    	cost = 100
    	time = 12
    	modifier = {
    		local_regiment_cost = -0.1
    		local_manpower = 1
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    regimental_camp = {
    	previous = barracks
    	cost = 150
    	time = 24
    	modifier = {
    		local_manpower_modifier = 0.2
    	}
    	destroy_on_conquest = yes
    	spare_on_core = yes
    }
    
    arsenal = {
    	previous = regimental_camp
    	cost = 200
    	time = 24
    	modifier = {
    		regiment_recruit_speed = -0.3
    		local_manpower_modifier = 0.3
    	}
    	destroy_on_conquest = yes
    }
    
    conscription_center = {
    	previous = arsenal
    	cost = 300
    	time = 24
    	modifier = {
    		local_manpower = 5
    		land_forcelimit = 5
    	}
    	destroy_on_conquest = yes
    	category = 2
    }
    Now all you need to do is change it effects:

    previous = the building that need to be build before
    cost = building cost
    time = building time
    modifier = effects
    destroy_on_conquest = if it's destroyed when conquered by other faction or not..

    [...]

    That's all, have a doubt feel free to post

    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 - Changing buildings effects / build time

    Nice tutorial. I've always wondered about modding these games.
    Under the Patronage of Leonidas the Lion|Patron of Imperator of Rome - Dewy - Crazyeyesreaper|American and Proud

  3. #3

    Default Re: [TUTORIAL] Europa Universalis III - Changing buildings effects / build time

    Thanks, the paradox games are very easy to mod, you can change their games a lot, much more than the TW series.

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

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