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- #tip: #'s are comments
- #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).
- #tip 3: Min and Max can be equal
- #General
- Seed = 0 #random seed, specify any integer. If 0, generates a unique number every time you run the generator.
- RandomizeProvinceNames=1 #if 1, will generate names for provinces; if 0, will keep original names
- UseShortNames=0 #if 1, generated names for provinces/regions won't use prefixes or suffixes, and will have a maximum of 3 syllables.
- FactionsToCreateMin=300 #how many factions will be created (excluding Small factions, which are created on unifiable territories)
- FactionsToCreateMax=300
- PopsPerProvinceMin=5000 #population multiplier per province
- PopsPerProvinceMax=175000 #population multiplier per province
- CivilizedPercentMin=65 #how many % will start civilized
- CivilizedPercentMax=65 #how many % will start civilized
- SlaveryPercentMin=15 #how many % of factions will allow slavery
- SlaveryPercentMax=15 #how many % of factions will allow slavery
- ProvsPerRegionMin=4 #how many provinces each region will have
- ProvsPerRegionMax=8
- #special factions
- UnreleasedMin=10 #how many unreleased factions will be created
- UnreleasedMax=20 #how many unreleased factions will be created
- ChinasMin=1 #how many China-like factions there will be, ie. populous, large, and uncivilized
- ChinasMax=2 #how many China-like factions there will be, ie. populous, large, and uncivilized
- SuperpowersMin=0 #how many superpowers there will be, with a lot of starting regions and armies (but not overly populous)
- SuperpowersMax=0 #how many superpowers there will be, with a lot of starting regions and armies (but not overly populous)
- RussiasMin=1 #like the original game's Russia
- RussiasMax=2 #like the original game's Russia
- SecPowersMin=8 #how many secondary powers, ie. "secondary great powers" on the original game (Prussia etc)
- SecPowersMax=8 #how many secondary powers, ie. "secondary great powers" on the original game (Prussia etc)
- SwedensMin=2 #high literacy, low pop
- SwedensMax=2
- JapansMin=1 #uncivilized, higher literacy, high pop
- JapansMax=3 #uncivilized, higher literacy, high pop
- 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
- 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)
- #Provinces qty
- UnreleasedProvsMin=8 #how many provinces Unreleased factions have
- UnreleasedProvsMax=40 #how many provinces Unreleased factions have
- ProvsPerFactionSmallMin=1 #nations marked as Small will get this many provinces
- ProvsPerFactionSmallMax=1
- ProvsPerFactionNormalMin=5 #nations not marked as special (Small, Superpower, etc.) will get this many provinces
- ProvsPerFactionNormalMax=15
- ChinaProvsMin=150 #nations marked as China will get this many provinces
- ChinaProvsMax=170
- SuperpowerProvsMin=160 #nations marked as Superpower will get this many provinces
- SuperpowerProvsMax=170
- RussiaProvsMin=200 #nations marked as Russia will get this many provinces
- RussiaProvsMax=230
- SecPowerProvsMin=30 #nations marked as SecPower will get this many provinces
- SecPowerProvsMax=100
- SwedenProvsMin=7
- SwedenProvsMax=20
- JapanProvsMin=10
- JapanProvsMax=20
- #Population multiplier, these values are randomized per-faction, not per-province (except NonColonizedPopMultiplierMin/Max, which is per-province)
- GolbalPopulationMultiplier=1.0 #if you want to scale up/down everyone's population size, change this number
- UnreleasedPopMultiplierMin=0.1
- UnreleasedPopMultiplierMax=2.0
- ChinaPopMultiplierMin=10.0
- ChinaPopMultiplierMax = 10.0
- SuperpowerPopMultiplierMin = 1.8
- SuperpowerPopMultiplierMax = 1.8
- SecPowerPopMultiplierMin = 1.0
- SecPowerPopMultiplierMax = 3.0
- RussiaPopMultiplierMin = 1.0
- RussiaPopMultiplierMax = 1.0
- SwedenPopMultiplierMin = 0.6
- SwedenPopMultiplierMax = 0.9
- JapanPopMultiplierMin = 2.5
- JapanPopMultiplierMax = 3.5
- NonColonizedPopMultiplierMin=0.2
- NonColonizedPopMultiplierMax=0.4
- #Technology
- Superpower2ndTierTechChance=40 #chance for superpowers of getting a 2nd tier tech
- SecPower2ndTierTechChance=10 #chance for sec powers or russias of getting a 2nd tier tech
- #How many factories each nation type will get
- SuperpowerFactoriesMin=15
- SuperpowerFactoriesMax=15
- RussiaFactoriesMin=0
- RussiaFactoriesMax=0
- SecHasIndustryMin=5 #how many sec powers will have any industry (exact number, not percent)
- SecHasIndustryMax=5 #how many sec powers will have any industry (exact number, not percent)
- SecPowerFactoriesMin=1 #only if SecHasIndustry=true
- SecPowerFactoriesMax=7 #only if SecHasIndustry=true
- #Cultures
- CultureGroupsMin = 0 #How many culture groups will be created
- CultureGroupsMax = 0 #if 0, will use all available
- UnifiableGroups = 5 #How many culture groups will get unification wars. Small factions will spawn here.
- UncolonizedGroups = 3 #How many culture groups will have no starting factions, and will have low liferating.
- FillColonizedProvs = 1 #if 1, factions will "inflate" and occupy provinces where its culture is flagged as Colonized
- #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.
- IdealUnificationProvinces = 100 #The Unifiable cultures will have as close province qty to IdealUnificationProvinces as possible
- IdealUncolonizedProvinces = 200 #Same as above, but for uncolonized culture groups
- CulturesPerGroupMin = 3 #How many cultures each culture group will have
- CulturesPerGroupMax = 4
- AcceptedCulturePresenceMinSameGrp=30 # minimum percent of provinces of non-main cultures in order to become accepted, when the culture group is the same
- AcceptedCulturePresenceMinOtherGrp=50 # minimum percent of provinces of non-main cultures in order to become accepted, when the culture group is different
- #Liferating
- ColonizedLRMin=30
- ColonizedLRMax=35
- NonColonizedLRMin=30
- NonColonizedLRMax=35
- #cores
- 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.
- AddCoresBasedOnCulture=1 #if 1, will create Faction2 cores on Faction1 if Faction1 owns provinces which culture == Faction2 culture.
- 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.
- 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).
- 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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