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JDDF000

Vic2 Generator Settings

Aug 1st, 2015
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  1. #tip: #'s are comments
  2. #tip 2: Many variables have Min and Max, this means that the generator will pick a random value within the range Min-Max (Min and Max included).
  3. #tip 3: Min and Max can be equal
  4.  
  5. #General
  6. Seed = 0 #random seed, specify any integer. If 0, generates a unique number every time you run the generator.
  7. RandomizeProvinceNames=1 #if 1, will generate names for provinces; if 0, will keep original names
  8. UseShortNames=0 #if 1, generated names for provinces/regions won't use prefixes or suffixes, and will have a maximum of 3 syllables.
  9. FactionsToCreateMin=300 #how many factions will be created (excluding Small factions, which are created on unifiable territories)
  10. FactionsToCreateMax=300
  11. PopsPerProvinceMin=5000 #population multiplier per province
  12. PopsPerProvinceMax=175000 #population multiplier per province
  13. CivilizedPercentMin=65 #how many % will start civilized
  14. CivilizedPercentMax=65 #how many % will start civilized
  15. SlaveryPercentMin=15 #how many % of factions will allow slavery
  16. SlaveryPercentMax=15 #how many % of factions will allow slavery
  17. ProvsPerRegionMin=4 #how many provinces each region will have
  18. ProvsPerRegionMax=8
  19.  
  20. #special factions
  21. UnreleasedMin=10 #how many unreleased factions will be created
  22. UnreleasedMax=20 #how many unreleased factions will be created
  23. ChinasMin=1 #how many China-like factions there will be, ie. populous, large, and uncivilized
  24. ChinasMax=2 #how many China-like factions there will be, ie. populous, large, and uncivilized
  25. SuperpowersMin=0 #how many superpowers there will be, with a lot of starting regions and armies (but not overly populous)
  26. SuperpowersMax=0 #how many superpowers there will be, with a lot of starting regions and armies (but not overly populous)
  27. RussiasMin=1 #like the original game's Russia
  28. RussiasMax=2 #like the original game's Russia
  29. SecPowersMin=8 #how many secondary powers, ie. "secondary great powers" on the original game (Prussia etc)
  30. SecPowersMax=8 #how many secondary powers, ie. "secondary great powers" on the original game (Prussia etc)
  31. SwedensMin=2 #high literacy, low pop
  32. SwedensMax=2
  33. JapansMin=1 #uncivilized, higher literacy, high pop
  34. JapansMax=3 #uncivilized, higher literacy, high pop
  35. ChanceToEnlargeMin=3 #if a nation is not special, it will have this % chance to get an extra SecPowerProvsMin~Max provinces (be it civilized or not), this is to create Egypt-like countries
  36. ChanceToEnlargeMax=3 #if a nation is not special, it will have this % chance to get an extra SecPowerProvsMin~Max provinces (be it civilized or not)
  37.  
  38. #Provinces qty
  39. UnreleasedProvsMin=8 #how many provinces Unreleased factions have
  40. UnreleasedProvsMax=40 #how many provinces Unreleased factions have
  41. ProvsPerFactionSmallMin=1 #nations marked as Small will get this many provinces
  42. ProvsPerFactionSmallMax=1
  43. ProvsPerFactionNormalMin=5 #nations not marked as special (Small, Superpower, etc.) will get this many provinces
  44. ProvsPerFactionNormalMax=15
  45. ChinaProvsMin=150 #nations marked as China will get this many provinces
  46. ChinaProvsMax=170
  47. SuperpowerProvsMin=160 #nations marked as Superpower will get this many provinces
  48. SuperpowerProvsMax=170
  49. RussiaProvsMin=200 #nations marked as Russia will get this many provinces
  50. RussiaProvsMax=230
  51. SecPowerProvsMin=30 #nations marked as SecPower will get this many provinces
  52. SecPowerProvsMax=100
  53. SwedenProvsMin=7
  54. SwedenProvsMax=20
  55. JapanProvsMin=10
  56. JapanProvsMax=20
  57.  
  58. #Population multiplier, these values are randomized per-faction, not per-province (except NonColonizedPopMultiplierMin/Max, which is per-province)
  59. GolbalPopulationMultiplier=1.0 #if you want to scale up/down everyone's population size, change this number
  60. UnreleasedPopMultiplierMin=0.1
  61. UnreleasedPopMultiplierMax=2.0
  62. ChinaPopMultiplierMin=10.0
  63. ChinaPopMultiplierMax = 10.0
  64. SuperpowerPopMultiplierMin = 1.8
  65. SuperpowerPopMultiplierMax = 1.8
  66. SecPowerPopMultiplierMin = 1.0
  67. SecPowerPopMultiplierMax = 3.0
  68. RussiaPopMultiplierMin = 1.0
  69. RussiaPopMultiplierMax = 1.0
  70. SwedenPopMultiplierMin = 0.6
  71. SwedenPopMultiplierMax = 0.9
  72. JapanPopMultiplierMin = 2.5
  73. JapanPopMultiplierMax = 3.5
  74. NonColonizedPopMultiplierMin=0.2
  75. NonColonizedPopMultiplierMax=0.4
  76.  
  77. #Technology
  78. Superpower2ndTierTechChance=40 #chance for superpowers of getting a 2nd tier tech
  79. SecPower2ndTierTechChance=10 #chance for sec powers or russias of getting a 2nd tier tech
  80.  
  81. #How many factories each nation type will get
  82. SuperpowerFactoriesMin=15
  83. SuperpowerFactoriesMax=15
  84. RussiaFactoriesMin=0
  85. RussiaFactoriesMax=0
  86. SecHasIndustryMin=5 #how many sec powers will have any industry (exact number, not percent)
  87. SecHasIndustryMax=5 #how many sec powers will have any industry (exact number, not percent)
  88. SecPowerFactoriesMin=1 #only if SecHasIndustry=true
  89. SecPowerFactoriesMax=7 #only if SecHasIndustry=true
  90.  
  91. #Cultures
  92. CultureGroupsMin = 0 #How many culture groups will be created
  93. CultureGroupsMax = 0 #if 0, will use all available
  94. UnifiableGroups = 5 #How many culture groups will get unification wars. Small factions will spawn here.
  95. UncolonizedGroups = 3 #How many culture groups will have no starting factions, and will have low liferating.
  96. FillColonizedProvs = 1 #if 1, factions will "inflate" and occupy provinces where its culture is flagged as Colonized
  97. #if 0, there may be gaps on the map, and the closest greater/sec power will soon colonize these gaps, as their liferating is high.
  98. IdealUnificationProvinces = 100 #The Unifiable cultures will have as close province qty to IdealUnificationProvinces as possible
  99. IdealUncolonizedProvinces = 200 #Same as above, but for uncolonized culture groups
  100. CulturesPerGroupMin = 3 #How many cultures each culture group will have
  101. CulturesPerGroupMax = 4
  102. AcceptedCulturePresenceMinSameGrp=30 # minimum percent of provinces of non-main cultures in order to become accepted, when the culture group is the same
  103. AcceptedCulturePresenceMinOtherGrp=50 # minimum percent of provinces of non-main cultures in order to become accepted, when the culture group is different
  104.  
  105. #Liferating
  106. ColonizedLRMin=30
  107. ColonizedLRMax=35
  108. NonColonizedLRMin=30
  109. NonColonizedLRMax=35
  110.  
  111. #cores
  112. UnifiableRemoveCores = 1 # 1: if a faction owns a territory that may be unified, and their culture group is not that of said territory's culture group, they will lose their core on this province.
  113. AddCoresBasedOnCulture=1 #if 1, will create Faction2 cores on Faction1 if Faction1 owns provinces which culture == Faction2 culture.
  114. DontAssignCoreIfAccepted=1 #if 1, and AddCoresBasedOnCulture=1, will only create Faction2 cores on Faction1 if the territory's culture is not an accepted culture on Faction1. Set this to 0 to get a lot of casus belli.
  115. RemoveCoresIfSameGrp=0 # if 1, will remove a faction's core if a province's culture is different than the owner's (even if it's the same culture group).
  116. RemoveCoresIfOtherGrp=1 # if 1, will only remove a faction's core if a province's culture group is different than the owner's.
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