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Each country included in a scenario should have its own Country Definition file. All the files are collected in a subdirectory of the Scenario folder. In aech file is defined the countrys status at the start of the scenario when it come to treasury, provinces known, owned and controlled, relations to other countries and so on.

Country header

country = { 
	tag = U00 
	ai = "default.ai" 

These first lines defines the country tag (here it's U00, a userdefined country), and the AI file it will use if not human controlled. Further entries in the country definition are described below.

You can also specify other leader and monarch files than the default files. This is done like this:

	monarchtable = "db\monarchs\mymonarchs.tag"
	leadertable = "db\leaders\myleaders.tag"

This will use only the leaders and monarchs from these files, replacing the default files. This is specially handy when creating alternate scenarios. For more information on leader and monarch files follow the links.

If you want a country to be a "pariah" you can set the badboy value:

	badboy = 8	

Financial definitions

You set the countrys financial situation for the beginning of the scenario:

	treasury = 300 
	income = 0 
	inflation = 0.200000 

This defines the treasury to 300 and an inflation of 20%. the income statement are usually set to nothing. If you define income, this will come as regular income in the first month, and be divided on research/treasury according to your budget slider settings.

You can also define further information, like if the country have cancelled or extended loans:

	cancelledloans = 0 
	extendedloans = 0 

The country's loan size can also be set:

	loansize = 200 

If omitted the default loansize is 200.

Domestic affairs

Each country has defined a setting for the domestic policies (DP) in country.csv. If you want to define other settings than these, you can do so in the scenario country definition:

    policy = { 
		date = { year = 0 month = january day = 0 } 
		aristocracy = 7
		centralization = 7
		innovative = 3
		mercantilism = 2
		offensive = 5
		land = 6
		quality = 6
		serfdom = 6
		} 

Each of the eight sliders are defined with 11 steps from 0 to 10. 0 is to the far left on the scale, 10 is to the far right and 5 is neutral. The scales are named after the policy on the right side (thus, the slider defining pluthocracy vs. aristocracy is named aristocracy). If the policy definition is omitted, the DP settings from country.csv will be used.

The date statement is the date for the last change. DP settings can be changed once every ten year. If you want the player to be able to change these settings at once you use the date shown ( year = 0 etc.), or else you can put in a date to allow the player to change these only after 10 years past this date.

You will also define the amount of colonists, merchants, diplomats and missionaries here:

	colonists = 2
	merchants = 2
	diplomats = 2
	missionaries = 2

If omitted all these are set to 0.

The whiteman value defines the amount of exposure American countries have had to Europeans and their way of life. The value can be seen as a percentage of "assimilation" to European ideas and culture. A native American country - like the Shawnee - are advancing slower techologically, have no horses and so forth before they are exposed to the white man.

	whiteman = 15

Countries outside of America all have whiteman = 0.

Religion and culture

The state religion and culture(s) are set with the religion and culture statements:

	religion = { 
		type = counterreform
		} 
	culture = { 
		type = italian 
		type = french
		type = maltese
		}

Thise above defines counterreformed catholicism as the state religion. The country defined here have three cultures: Italian, French and Maltese (this is for the Knights of St. John). The primary country culture should be listed first, as this is the culture used as state culture in events if more than one is defined. Usually a country have only one state culture, but some countries are defined with two or even more cultures.

If you want to change religion and/or culture in provinces, see the Scenario definition.

You also set the changedreligion value:

	changedreligion = no

Default value is 'no'. I can't find any use for it...

The Sole Defender of the Faith can be set using the name of the religion and a country tag. This will e.g. set Spain as Sole Defender of the Catholic Faith:

	catholic = SPA

Diplomacy

You can set relations and Casus Bellis using the diplomacy statement:

    diplomacy = { 
		relation = { tag = FRA value = -140} 
		relation = { tag = SCO value = -20 
			 casusbelli = { type = permanent 
			                expirydate = { year = 1821 
			                               month = january 
			                               day = 1 } 
			                } 
		 }
		relation = { tag = DAN value = -200 
			 casusbelli = { type = temporary 
			                expirydate = { year = 1776 
			                               month = september 
			                               day = 11 } 
			                } 
			 }
	} 

This example defines the relation to France (bad) and Hannover (good). I also define a slight negative relation to Scotland, as well as a permanent Casus Belli on them until January 1st 1821. At last a temporary CB is defined on Denmark lasting until September 21st 1776.

You can also set trade agreements, military access and guarantees of independence:

	diplomacy = { 
		relation = { tag = DAN value = 140 trade = yes } 
		relation = { tag = SWE value = 90 access = yes } 
		relation = { 
			tag = BRE 
			value = 90 
			guaranteed = { year = 1716 month = january day = 1 
		}
	} 
       

This example defines a trade agreement with Denmark, military access through Sweden and a guarantee of independence for Bremen given in 1716.

Finally, you can define trade embargoes:

	diplomacy = { 
		relation = { tag = USA value = -140 refusetrade = yes } 
		}

This defines a trade embargo on USA. If omitted the default is 'refusetrade = no'.

Provinces

You define four sets of provinces: The one you know of (discovered provinces), the one you own, the one you control and at last the national provinces of the country.

	knownprovinces = { 374 375 }
	ownedprovinces = { 375 }
	controlledprovinces = { 375 }
	nationalprovinces = { 374 375 }

This example would define a country which know only the provinces of Lorraine and Alsace. The country own and control Lorraine, and have a Casus Belli on any country that owns Alsace.

When editing the province definitions, it is important to make sure that you do not define a province as owned or controlled by two countries. If a province is owned by someone it must also be controlled by someone! A province can of course be known and a national province of more than one country.

Cities

For each province you own (except trading posts, see below) you must have a city defined. In the scenario file you decide the location and population of the city, you define if any buildings exists and the fortification status. You can also set a name for the city.

	city = { 
		population = 22000 
		location = 375 
		name = "Fenwick"
		capital = yes 
		bailiff = yes
		courthouse = yes
		fortress = { level = 3 } 
		} 

This example will define a city of Fenwick in province 375 with a population of 22000 with a tax collector a chief judge and a level 3 fortress. If the capital statement is not used to define the capital for a country it will appear in a random province at startup.

If you do not specify a city name, the default city name in province.csv will be used.

Buildings

You can define several buildings in each city, using these statements:

Building  
bailiff = yes The bailiff is promoted to a tax-collector.
courthouse = yes The legal counselor is promoted to a chief judge.
cityrights = yes The mayor is promoted to governor.
shipyard = yes Places a shipyard in the city.
barrack = yes Places a recruitment center in the city.
fortress = { level = x } Places a fortress of level x in the city.
manufactory = y Places a manufactory of good y in the city. Valid goods are:
luxury (fine arts academy)
weapons (Weapon manufactory)
navalequipment (Naval equipment manufactory)
refinery
goods (Trade goods)

Trading Posts

Provinces where the country have trading posts (TPs) are defined like this:

	tradingpost = {
		name = "Madras" 
		level = 6
		location = 571
		}

This defines a level 6 TP in Madras.

Military units

Each country can have naval and land military units defined. The most important thing to remember here is that each unit in the scenario must have a unique type/id combination. The best when you are making your own changes will be to use a different type (like 12345) and start your own serie if ids.

Example of a land unit:

	landunit = { 
		id = { type = 9423 id = 131 } 
		name = "Royal Guards" 
		location = 247
		infantry = 4000 
		cavalry = 1000 
		artillery = 0 
		} 

And a naval unit:

	navalunit = { 
		id = { type = 9423 id = 137 } 
		name = "Royal Navy" 
		location = 247 
		warships = 10
		galleys = 0 
		transports = 1 
		} 

Technology

Before you finnish the country definition, you may also want to set the technology levels, and technology group:

	technology = { 
		land = {  level = 34 value = 0 } 
		naval = {  level = 31 value = 0 } 
		stability = {  level = 3 value = 0 } 
		trade = {  level = 7 value = 0 } 
		infra = {  level = 6 value = 0 } 
		group = orthodox 
		} 

the values are amount of money invested in next level at startup of scenario. If the technology settings are omitted the default settings will be taken from country.csv. For any scenarios apart from the Grand Campaign you'll want to set this.

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 6. Jun 2002.