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Предлагаю альтернативный вариант. Без использования события, мне кажется это трудно для не подготовленных.

Открываете не файл 00_event_modifiers.txt, а 00_triggered_modifiers.txt.

Содержимое тоже самое только дополняете

Меняем:

ОписаниеНажмите здесь!
 

my_cheats = {

....

[Cкрыть]

на

ОписаниеНажмите здесь!
 

my_cheats = {

potential = {

ai = no

}

trigger = {

ai = no

}

....

[Cкрыть]

Это позволит сразу же активизировать эти модификаторы для игроков-людей.

СПАСИБО!) :017:


Панславян

можно ли создать евент на вестернизацию? Если да, то как?


Dmsrdnv

Можно.

Нужно в option'е прописать "технолоджи груп = вестерн" или то, что используется в четвёрке для этого.

Посмотрите файл вестернизации в момент, когда она завершена.


Вот, адаптировал быстрое строительство из крусайдеров. Сбросите в decisions.

Впечатлился этим решением, немножко исправил чтобы соответсвовало технологическому уровню (и наличию побережья :) ) .

Увидел просьбу о снижении времени культурной конверсии. Заметил что время обращения равно base_tax - лет. Поэтому сделал специальное решение снижающее доход для некоренных провинций (и повышающее для коренных).

Автопостройка + 2 полезных решенияНажмите здесь!
 

country_decisions = {

build_all = {

potential = {

ai = no

}

allow = {

ai = no

any_owned_province = {

OR = {

AND = { NOT = { has_building = fort1 } owner = { mil_tech = 3 } }

AND = { NOT = { has_building = fort2 } owner = { mil_tech = 9 } }

AND = { NOT = { has_building = fort3 } owner = { mil_tech = 14 } }

AND = { NOT = { has_building = fort4 } owner = { mil_tech = 20 } }

AND = { NOT = { has_building = fort5 } owner = { mil_tech = 24 } }

AND = { NOT = { has_building = fort6 } owner = { mil_tech = 29 } }

AND = { NOT = { has_building = armory } owner = { mil_tech = 4 } }

AND = { NOT = { has_building = training_fields } owner = { mil_tech = 8 } }

AND = { NOT = { has_building = barracks } owner = { mil_tech = 11 } }

AND = { NOT = { has_building = regimental_camp } owner = { mil_tech = 13 } }

AND = { NOT = { has_building = arsenal } owner = { mil_tech = 16 } }

AND = { NOT = { has_building = conscription_center } owner = { mil_tech = 18 } }

AND = { NOT = { has_building = temple } owner = { adm_tech = 5 } }

AND = { NOT = { has_building = courthouse } owner = { adm_tech = 8 } }

AND = { NOT = { has_building = spy_agency } owner = { adm_tech = 11 } }

AND = { NOT = { has_building = town_hall } owner = { adm_tech = 14 } }

AND = { NOT = { has_building = college } owner = { adm_tech = 16 } }

AND = { NOT = { has_building = cathedral } owner = { adm_tech = 18 } }

AND = { NOT = { has_building = constable } owner = { adm_tech = 5 } }

AND = { NOT = { has_building = workshop } owner = { adm_tech = 8 } }

AND = { NOT = { has_building = counting_house } owner = { adm_tech = 11 } }

AND = { NOT = { has_building = treasury_office } owner = { adm_tech = 14 } }

AND = { NOT = { has_building = mint } owner = { adm_tech = 16 } }

AND = { NOT = { has_building = stock_exchange } owner = { adm_tech = 18 } }

AND = { NOT = { has_building = dock } has_port = yes owner = { dip_tech = 4 } }

AND = { NOT = { has_building = drydock } has_port = yes owner = { dip_tech = 8 } }

AND = { NOT = { has_building = shipyard } has_port = yes owner = { dip_tech = 11 } }

AND = { NOT = { has_building = grand_shipyard } has_port = yes owner = { dip_tech = 13 } }

AND = { NOT = { has_building = naval_arsenal } has_port = yes owner = { dip_tech = 16 } }

AND = { NOT = { has_building = naval_base } has_port = yes owner = { dip_tech = 18 } }

AND = { NOT = { has_building = marketplace } owner = { dip_tech = 4 } }

AND = { NOT = { has_building = trade_depot } owner = { dip_tech = 8 } }

AND = { NOT = { has_building = canal } owner = { dip_tech = 11 } }

AND = { NOT = { has_building = road_network } owner = { dip_tech = 13 } }

AND = { NOT = { has_building = post_office } owner = { dip_tech = 16 } }

AND = { NOT = { has_building = customs_house } owner = { dip_tech = 18 } }

}

}

}

effect = {

#mil_tech

every_owned_province = { if = { limit = { NOT = { has_building = fort1 } owner = { mil_tech = 3 } } add_building = fort1 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort2 } owner = { mil_tech = 9 } } add_building = fort2 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort3 } owner = { mil_tech = 14 } } add_building = fort3 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort4 } owner = { mil_tech = 20 } } add_building = fort4 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort5 } owner = { mil_tech = 24 } } add_building = fort5 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort6 } owner = { mil_tech = 29 } } add_building = fort6 } }

every_owned_province = { if = { limit = { NOT = { has_building = armory } owner = { mil_tech = 4 } } add_building = armory } }

every_owned_province = { if = { limit = { NOT = { has_building = training_fields } owner = { mil_tech = 8 } } add_building = training_fields } }

every_owned_province = { if = { limit = { NOT = { has_building = barracks } mil_tech = 11 } add_building = barracks } }

every_owned_province = { if = { limit = { NOT = { has_building = regimental_camp } owner = { mil_tech = 13 } } add_building = regimental_camp } }

every_owned_province = { if = { limit = { NOT = { has_building = arsenal } owner = { mil_tech = 16 } } add_building = arsenal } }

every_owned_province = { if = { limit = { NOT = { has_building = conscription_center } owner = { mil_tech = 18 } } add_building = conscription_center } }

#adm_tech

every_owned_province = { if = { limit = { NOT = { has_building = temple } owner = { adm_tech = 5 } } add_building = temple } }

every_owned_province = { if = { limit = { NOT = { has_building = courthouse } owner = { adm_tech = 8 } } add_building = courthouse } }

every_owned_province = { if = { limit = { NOT = { has_building = spy_agency } owner = { adm_tech = 11 } } add_building = spy_agency } }

every_owned_province = { if = { limit = { NOT = { has_building = town_hall } owner = { adm_tech = 14 } } add_building = town_hall } }

every_owned_province = { if = { limit = { NOT = { has_building = college } owner = { adm_tech = 16 } } add_building = college } }

every_owned_province = { if = { limit = { NOT = { has_building = cathedral } owner = { adm_tech = 18 } } add_building = cathedral } }

every_owned_province = { if = { limit = { NOT = { has_building = constable } owner = { adm_tech = 5 } } add_building = constable } }

every_owned_province = { if = { limit = { NOT = { has_building = workshop } owner = { adm_tech = 8 } } add_building = workshop } }

every_owned_province = { if = { limit = { NOT = { has_building = counting_house } owner = { adm_tech = 11 } } add_building = counting_house } }

every_owned_province = { if = { limit = { NOT = { has_building = treasury_office } owner = { adm_tech = 14 } } add_building = treasury_office } }

every_owned_province = { if = { limit = { NOT = { has_building = mint } owner = { adm_tech = 16 } } add_building = mint } }

every_owned_province = { if = { limit = { NOT = { has_building = stock_exchange } owner = { adm_tech = 18 } } add_building = stock_exchange } }

#DIP_TECH

every_owned_province = { if = { limit = { NOT = { has_building = dock } has_port = yes owner = { dip_tech = 4 } } add_building = dock } }

every_owned_province = { if = { limit = { NOT = { has_building = drydock } has_port = yes owner = { dip_tech = 8 } } add_building = drydock } }

every_owned_province = { if = { limit = { NOT = { has_building = shipyard } has_port = yes owner = { dip_tech = 11 } } add_building = shipyard } }

every_owned_province = { if = { limit = { NOT = { has_building = grand_shipyard } has_port = yes owner = { dip_tech = 13 } } add_building = grand_shipyard } }

every_owned_province = { if = { limit = { NOT = { has_building = naval_arsenal } has_port = yes owner = { dip_tech = 16 } } add_building = naval_arsenal } }

every_owned_province = { if = { limit = { NOT = { has_building = naval_base } has_port = yes owner = { dip_tech = 18 } } add_building = naval_base } }

every_owned_province = { if = { limit = { NOT = { has_building = marketplace } owner = { dip_tech = 4 } } add_building = marketplace } }

every_owned_province = { if = { limit = { NOT = { has_building = trade_depot } owner = { dip_tech = 8 } } add_building = trade_depot } }

every_owned_province = { if = { limit = { NOT = { has_building = canal } owner = { dip_tech = 11 } } add_building = canal } }

every_owned_province = { if = { limit = { NOT = { has_building = road_network } owner = { dip_tech = 13 } } add_building = road_network } }

every_owned_province = { if = { limit = { NOT = { has_building = post_office } owner = { dip_tech = 16 } } add_building = post_office } }

every_owned_province = { if = { limit = { NOT = { has_building = customs_house } owner = { dip_tech = 18 } } add_building = customs_house } }

}

ai_will_do = {

factor = 0

}

}

average_income = {

potential = {

ai = no

}

allow = {

ai = no

any_owned_province = {

NOT = { base_tax = 6 }

has_owner_culture = yes

}

}

effect = {

every_owned_province = {

if = { limit { NOT = { base_tax = 6 } has_owner_culture = yes } add_base_tax = 1 }

}

}

ai_will_do = {

factor = 0

}

}

## time and cost of cultural conversion depends on base_tax of the province

loot_infidels = {

potential = {

ai = no

}

allow = {

ai = no

any_owned_province = {

base_tax = 2

has_owner_culture = no

}

}

effect = {

every_owned_province = {

if = { limit { base_tax = 2 has_owner_culture = no } add_base_tax = -1 }

}

}

ai_will_do = {

factor = 0

}

}

}

[Cкрыть]


Goncharoff

Взято Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. :

I've seen a lot of misconceptions here and elsewhere about what advantages the AI gets over the player (besides the ones rolled into 'Bonuses' and 'Lucky Nations', which are explained through tooltips in the game options menu), so I thought I'd make a post and clear up in which exact ways the AI 'cheats'. Some of these cheats are crutches that it is my goal to eliminate, while others are more or less necessary for gameplay or performance reasons (for instance the +1 diplomat is necessary because the AI only handles diplomacy about once a month and therefore can't do the cancel diplomat, use diplomat, resend diplomat thing players do).

First, let me dispel some common misconceptions:

- The AI does not cheat with dice rolls, not even Lucky Nations. If you believe this to be the case, you are experiencing confirmation bias (ie you notice the times it rolls well a lot more than you notice the times you yourself do).

- The AI does not cheat with land attrition. No, really. Not even a little bit.

- The AI does not get extra manpower or free units.

- The AI does not cheat with sieges.

Now, a list of how it actually cheats:

- AI does not get naval attrition. It does avoid going too far out of range with most of its naval operations though, to somewhat simulate it.

- AI can see through fog of war, but pretends it can't in most cases.

- AI gets +1 diplomat that it reserves for non-maintained actions because the diplomatic AI 'ticks' means that it can't do the recall-send strategy that players do with maintained diplomats.

- AI gets +1 free leader pool because it's not nearly as good as a human at planning out when it will need leaders and needs to keep them on hand always.

- AI does not pay hiring costs for advisors, only maintenance, because their hiring code isn't that good and otherwise they waste a lot of money.

- AI can reassign admirals to a fleet that is at sea.

- AI gets slightly fewer revolts in its home owner area (the provinces connected to its capital).

- AI gets less native uprisings, because it is less than optimal at keeping its colonies garrisoned.

Finally, for the sake of fairness, here is how the human cheats:

- AI is willing to use up its last diplorelation for a human (it reserves one for humans so you're not always getting 'can't afford another relation').

- Humans cannot get inherited by other countries, in a PU or elsewise.

- Humans cannot be replaced as warleader in a war unless they are a vassal.

- Humans can save and reload when things go badly (unless you're playing ironman).

- Humans have a human brain.


Slavker
(изменено)

Есть ивент на переход в республику?

Изменено пользователем Slavker

И ЕУ4 без читеров не обошлась, но ведь с читами играть скушно. читы- ЗЛО!

У меня сейчас приключился казус... объявила мне войну вся мусульманская братия - крым, астрахань, оттоманская империя, молдавия и пр. Хорошо, и не таких бивали, но почему-то мои войска начали резко проигрывать на ровном месте даже с 1,5 кратным превосходством. Ладно, согласен и проиграть. Предлагаю ему мир, а он, даже при всех условиях ,ему необходимых, не хочет его заключать ))) Пришлось делать winwar и предлагать белый мир ) А что, все честно )))


как добавить идею exploration?

ввожу

add_idea_group exploration_ideas

фиг.


(изменено)
как добавить идею exploration?

ввожу

add_idea_group exploration_ideas

фиг.

я так понял эта команда дает возможность сменить тип нац. идей например с европейского на мусульманский или теократический, а не добавить ветку из самой идеи, пример

add_idea_group indian_muslim_ideas 1

add_idea_group berber_ideas 1

add_idea_group theocracy_ideas 1

add_idea_group horde_ideas 1

add_idea_group default_ideas 1

итд итп

кстати всеже не совсем так, вот верная комбинация, т.е. в конце нужно что то добавить еще например цифру

add_idea_group exploration_ideas 1

Изменено пользователем nikqz

есть ли эвент(чит) на мгновенное строительство?


Каа уменьшить Overextention и Agressive expansion :001::013:


Aleksious

А какая команда на снятие модификатора?


Впечатлился этим решением, немножко исправил чтобы соответсвовало технологическому уровню (и наличию побережья :) ) .

Увидел просьбу о снижении времени культурной конверсии. Заметил что время обращения равно base_tax - лет. Поэтому сделал специальное решение снижающее доход для некоренных провинций (и повышающее для коренных).

Автопостройка + 2 полезных решенияНажмите здесь!
 

country_decisions = {

build_all = {

potential = {

ai = no

}

allow = {

ai = no

any_owned_province = {

OR = {

AND = { NOT = { has_building = fort1 } owner = { mil_tech = 3 } }

AND = { NOT = { has_building = fort2 } owner = { mil_tech = 9 } }

AND = { NOT = { has_building = fort3 } owner = { mil_tech = 14 } }

AND = { NOT = { has_building = fort4 } owner = { mil_tech = 20 } }

AND = { NOT = { has_building = fort5 } owner = { mil_tech = 24 } }

AND = { NOT = { has_building = fort6 } owner = { mil_tech = 29 } }

AND = { NOT = { has_building = armory } owner = { mil_tech = 4 } }

AND = { NOT = { has_building = training_fields } owner = { mil_tech = 8 } }

AND = { NOT = { has_building = barracks } owner = { mil_tech = 11 } }

AND = { NOT = { has_building = regimental_camp } owner = { mil_tech = 13 } }

AND = { NOT = { has_building = arsenal } owner = { mil_tech = 16 } }

AND = { NOT = { has_building = conscription_center } owner = { mil_tech = 18 } }

AND = { NOT = { has_building = temple } owner = { adm_tech = 5 } }

AND = { NOT = { has_building = courthouse } owner = { adm_tech = 8 } }

AND = { NOT = { has_building = spy_agency } owner = { adm_tech = 11 } }

AND = { NOT = { has_building = town_hall } owner = { adm_tech = 14 } }

AND = { NOT = { has_building = college } owner = { adm_tech = 16 } }

AND = { NOT = { has_building = cathedral } owner = { adm_tech = 18 } }

AND = { NOT = { has_building = constable } owner = { adm_tech = 5 } }

AND = { NOT = { has_building = workshop } owner = { adm_tech = 8 } }

AND = { NOT = { has_building = counting_house } owner = { adm_tech = 11 } }

AND = { NOT = { has_building = treasury_office } owner = { adm_tech = 14 } }

AND = { NOT = { has_building = mint } owner = { adm_tech = 16 } }

AND = { NOT = { has_building = stock_exchange } owner = { adm_tech = 18 } }

AND = { NOT = { has_building = dock } has_port = yes owner = { dip_tech = 4 } }

AND = { NOT = { has_building = drydock } has_port = yes owner = { dip_tech = 8 } }

AND = { NOT = { has_building = shipyard } has_port = yes owner = { dip_tech = 11 } }

AND = { NOT = { has_building = grand_shipyard } has_port = yes owner = { dip_tech = 13 } }

AND = { NOT = { has_building = naval_arsenal } has_port = yes owner = { dip_tech = 16 } }

AND = { NOT = { has_building = naval_base } has_port = yes owner = { dip_tech = 18 } }

AND = { NOT = { has_building = marketplace } owner = { dip_tech = 4 } }

AND = { NOT = { has_building = trade_depot } owner = { dip_tech = 8 } }

AND = { NOT = { has_building = canal } owner = { dip_tech = 11 } }

AND = { NOT = { has_building = road_network } owner = { dip_tech = 13 } }

AND = { NOT = { has_building = post_office } owner = { dip_tech = 16 } }

AND = { NOT = { has_building = customs_house } owner = { dip_tech = 18 } }

}

}

}

effect = {

#mil_tech

every_owned_province = { if = { limit = { NOT = { has_building = fort1 } owner = { mil_tech = 3 } } add_building = fort1 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort2 } owner = { mil_tech = 9 } } add_building = fort2 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort3 } owner = { mil_tech = 14 } } add_building = fort3 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort4 } owner = { mil_tech = 20 } } add_building = fort4 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort5 } owner = { mil_tech = 24 } } add_building = fort5 } }

every_owned_province = { if = { limit = { NOT = { has_building = fort6 } owner = { mil_tech = 29 } } add_building = fort6 } }

every_owned_province = { if = { limit = { NOT = { has_building = armory } owner = { mil_tech = 4 } } add_building = armory } }

every_owned_province = { if = { limit = { NOT = { has_building = training_fields } owner = { mil_tech = 8 } } add_building = training_fields } }

every_owned_province = { if = { limit = { NOT = { has_building = barracks } mil_tech = 11 } add_building = barracks } }

every_owned_province = { if = { limit = { NOT = { has_building = regimental_camp } owner = { mil_tech = 13 } } add_building = regimental_camp } }

every_owned_province = { if = { limit = { NOT = { has_building = arsenal } owner = { mil_tech = 16 } } add_building = arsenal } }

every_owned_province = { if = { limit = { NOT = { has_building = conscription_center } owner = { mil_tech = 18 } } add_building = conscription_center } }

#adm_tech

every_owned_province = { if = { limit = { NOT = { has_building = temple } owner = { adm_tech = 5 } } add_building = temple } }

every_owned_province = { if = { limit = { NOT = { has_building = courthouse } owner = { adm_tech = 8 } } add_building = courthouse } }

every_owned_province = { if = { limit = { NOT = { has_building = spy_agency } owner = { adm_tech = 11 } } add_building = spy_agency } }

every_owned_province = { if = { limit = { NOT = { has_building = town_hall } owner = { adm_tech = 14 } } add_building = town_hall } }

every_owned_province = { if = { limit = { NOT = { has_building = college } owner = { adm_tech = 16 } } add_building = college } }

every_owned_province = { if = { limit = { NOT = { has_building = cathedral } owner = { adm_tech = 18 } } add_building = cathedral } }

every_owned_province = { if = { limit = { NOT = { has_building = constable } owner = { adm_tech = 5 } } add_building = constable } }

every_owned_province = { if = { limit = { NOT = { has_building = workshop } owner = { adm_tech = 8 } } add_building = workshop } }

every_owned_province = { if = { limit = { NOT = { has_building = counting_house } owner = { adm_tech = 11 } } add_building = counting_house } }

every_owned_province = { if = { limit = { NOT = { has_building = treasury_office } owner = { adm_tech = 14 } } add_building = treasury_office } }

every_owned_province = { if = { limit = { NOT = { has_building = mint } owner = { adm_tech = 16 } } add_building = mint } }

every_owned_province = { if = { limit = { NOT = { has_building = stock_exchange } owner = { adm_tech = 18 } } add_building = stock_exchange } }

#DIP_TECH

every_owned_province = { if = { limit = { NOT = { has_building = dock } has_port = yes owner = { dip_tech = 4 } } add_building = dock } }

every_owned_province = { if = { limit = { NOT = { has_building = drydock } has_port = yes owner = { dip_tech = 8 } } add_building = drydock } }

every_owned_province = { if = { limit = { NOT = { has_building = shipyard } has_port = yes owner = { dip_tech = 11 } } add_building = shipyard } }

every_owned_province = { if = { limit = { NOT = { has_building = grand_shipyard } has_port = yes owner = { dip_tech = 13 } } add_building = grand_shipyard } }

every_owned_province = { if = { limit = { NOT = { has_building = naval_arsenal } has_port = yes owner = { dip_tech = 16 } } add_building = naval_arsenal } }

every_owned_province = { if = { limit = { NOT = { has_building = naval_base } has_port = yes owner = { dip_tech = 18 } } add_building = naval_base } }

every_owned_province = { if = { limit = { NOT = { has_building = marketplace } owner = { dip_tech = 4 } } add_building = marketplace } }

every_owned_province = { if = { limit = { NOT = { has_building = trade_depot } owner = { dip_tech = 8 } } add_building = trade_depot } }

every_owned_province = { if = { limit = { NOT = { has_building = canal } owner = { dip_tech = 11 } } add_building = canal } }

every_owned_province = { if = { limit = { NOT = { has_building = road_network } owner = { dip_tech = 13 } } add_building = road_network } }

every_owned_province = { if = { limit = { NOT = { has_building = post_office } owner = { dip_tech = 16 } } add_building = post_office } }

every_owned_province = { if = { limit = { NOT = { has_building = customs_house } owner = { dip_tech = 18 } } add_building = customs_house } }

}

ai_will_do = {

factor = 0

}

}

average_income = {

potential = {

ai = no

}

allow = {

ai = no

any_owned_province = {

NOT = { base_tax = 6 }

has_owner_culture = yes

}

}

effect = {

every_owned_province = {

if = { limit { NOT = { base_tax = 6 } has_owner_culture = yes } add_base_tax = 1 }

}

}

ai_will_do = {

factor = 0

}

}

## time and cost of cultural conversion depends on base_tax of the province

loot_infidels = {

potential = {

ai = no

}

allow = {

ai = no

any_owned_province = {

base_tax = 2

has_owner_culture = no

}

}

effect = {

every_owned_province = {

if = { limit { base_tax = 2 has_owner_culture = no } add_base_tax = -1 }

}

}

ai_will_do = {

factor = 0

}

}

}

[Cкрыть]

Что-то вы перемудрили с конверсией. Проще как-то так

кодНажмите здесь!
 

build_core = {

potential = {

has_country_flag = cheats_enabled

}

allow = {

has_country_flag = cheats_enabled

}

effect = {

every_owned_province = {

if = {

limit = {

NOT = {

core = owner

}

}

}

add_core = THIS

change_culture = ROOT

change_religion = ROOT

}

}

[Cкрыть]

annex [тэг страны] - Начинает процесс аннексии указанного государства(это государство должно быть вассалом)

integrate [тэг страны] - Начинает процесс интеграции указанного государства(государство должно быть младшим партнером в унии)

vassalize [тэг страны] - Вассализация указанного государства

discover [тэг страны] - Открывает столицу указанного государства

кто знает, какие теги нужно вводить для данных команд и где их брать ?

Обычные трехбуквенные теги не работают :o


кто знает, какие теги нужно вводить для данных команд и где их брать ?

Обычные трехбуквенные теги не работают :o

Только что проверил Хиджаз завасалил Мамелюков. Проверьте правильность написания команды. Возможно вы пытаетесь завасалить страну уже являющуюся чьим-то вассалом.


Только что проверил Хиджаз завасалил Мамелюков. Проверьте правильность написания команды. Возможно вы пытаетесь завасалить страну уже являющуюся чьим-то вассалом.

не, просто пишет что нет такого тега - на пачке стран уже проверил

команду правильно пишу :)

полтергейст. видимо, конфликт с каким-то модом


Duke_Alenkon
кто знает, какие теги нужно вводить для данных команд и где их брать ?

Обычные трехбуквенные теги не работают :o

На вике в примерах написаны иногда вместо тэгов циферки, наверное в четвертой европе они могут быть заместо привычных трехбуквенных наименований. Хотя у меня работало и с буквенными тэгами


Kutowrk

посмотри здесь

D:\games\Europa Universalis IV\common\country_colors


не, ничего не работает. да в принципе уже пофиг, обошелся :)


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