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Country Creation Guide

In EU2 there are 20 free country tags, U00-U19. In addition there are country tags that are not used in some scenarios, and even some that is never used (AMI, PRM, HSL). In this guide I give an example on how to create a new country using one of these tags, and place it in a scenario:

0. Before you do anything else

Take a backup of the files you are changing! Errors come easy, and you don't want to wreck the entire scenario just because of a silly error...

Also note that future patches will not update changed files.

If not stated otherwise the files in mention are text-files. These should only be edited with text-editors (like Notepad, Wordpad or TextPad). If you have MS Excel it will open files with extension *.csv if you double-click them, do not edit/save these files in Excel as it may cause corruption!

1. Add a name

The name of each country is an entry in the file text.csv in the Config folder. To change the name of the country using U00 you search for:

U00;User Defined;@;@;@;@;@;@;@;@;@;X

You must not change the country tag (U00), but only the name:

U00;Duchy of Grand Fenwick;@;@;@;@;@;@;@;@;@;X

The first entry is the english name. The following entries are for other languages.

2. Create a country definition for the scenario

Let's say you want to add a country in the 1617 scenario. The 1617 scenario consists of a scenario file (The Age of Mercantilism.eug) and a scenario definition (1617.inc). The scenario definition links ('include'-statement at the end of the file) the various country definitions (held in the 1617 subfolder) to the scenario. For more about these files see the Scenario Editing Guide.

Take one of these files (named 1617_tag.inc) and copy it to 1617_u00.inc. You must also add this new file to the list of 'include'-statements in 1617.inc:

include = "scenarios\1617\1617_u00.inc"

In this file you put the country definitions (see the Scenario Editing Guide and the other files for an idea of what you need ). Important is:

  • Check that the provinces owned by the new country are not owned by anyone else!
  • Check that the provinces controlled by the new country are not controlled by anyone else! The only exception here are if the country are at war when the scenario begins, and have taken/lost provinces.
  • Make sure you have defined a city in each province!
  • If you add military units, the best thing is to use a different 'type'-value to avoid id conflicts.

3. Country setup info

The file country.csv in the db folder contains info on all countries in the game. Here you set map colors, technology group, language group for generic leader names, the sprites used for your soldiers, and your starting DP slider settings.

U00;DarkGray;LightOrange;latin;HEI;MIN;MIN;MIN;5;5;5;5;5;5;5;5;0;X 

The second column is the map color for the country selected by the country tag in the first column. If you want to change it just look at the other countries to get an idea of valid color names.

The fourth column is the technology group. In this case the latin group. Valid groups are latin, orthodox, muslim, china and exotic.

The fifth column is the leader language. This defines from what namepool the names of your generic leaders are taken . You can add your own leader names (see the File Editing Guide) or just use the names of a related country. Here I have chosen HEI for German names.

The next three columns defines the graphic (sprites) used on your soldiers, ships and cities. Some countries have custom sprites, like England and France, while others use the standards. MIN are the standard ones used by most european countries. Check what is used for neighbouring countries to your new country to see what you should choose. The graphics are stored in the folder Gfx\Map\Units.

The next eight columns define the starting position of the Domestic Policy sliders. In this case they are all set to 5 (neutral). The sliders are Aristocracy, Centralization, Innovative, Mercantilism, Offensive, Land, Quality and Serfdom. For more info on these please refer to your game manual.

The last entry defines if the country is an Elector of the Holy Roman Empire. If so, this is set to 1 instead of 0.

4. Coat-of-arms and Flag

If you want to include a sheield and flag for the country you must make these. Flags in gfx\map\flags and shields in gfx\map\shields. The files are standard windows *.bmp files. Easiest is to take an exsisting one and edit it. (I have no idea how to do this!). The new files, with the U00 tag, must be placed in the folders mentiond. See the 'Flags, shields and other graphics' forum at the Paradox forums for help on creating new flags and shields.

5. More?

You can add your own armynames and generic leader names by adding U00 to ArmyNames.csv and NavyNames.csv (in the db-folder) and RandomLeaders.csv (in the db\leaders folder). To activate these you need to add U00 in the fifth column in country.csv.

If you are handy with a graphic software you can also create your own sprites and city artwork. I am not, and will not be able to give further guidance on this...

Lastly - if you are creating a country with the capital in America you might experience that you cannot build ships or recruit cavalry. If you want to be able to do this you need to define a "whiteman" value. The whiteman value defines the technologic disadvantage the American natives had compared to Europeans, and will in addition to preventing ships and cavalry slow down your technology research.

In the country definition (see 2. above) you need to insert a line with the 'whiteman =' definition. The value varies from 0 (no European influence) to 100 (no disadvantage).

Example:

country = { 
    tag = U10 
    ai = "vinland.ai" 
    culture = { type = "scandinavian" } 
    badboy = 0 
    whiteman = 40
    (etc)

etc...

 

HomeScenario Editing

the Scenario file

the Scenario definition

the Country definitions

the Event files

the Monarch files

the Leader files

the AI files

General Editing

Country Creation Guide

File Editing Guide

Exhaustive Bible of Event Scripting

Havard's Editing Index

Appendices

A - Continents, regions and areas

B - Religions and cultures

C - Province goods

Europa Universalis and Europa Universalis II are registred trademarks of Paradox Entertainment.
This page is ©2002 Håvard Moe. last updated 10. Oct. 2002.