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The Guide below presumes that you understand the basics of how to create a mod. This page should also help modders understand how to change some more specific aspects of a country.
![Change Change](https://cdn.wccftech.com/wp-content/uploads/2016/01/2016-Strategy-06-Hearts-of-Iron-IV.jpg)
- Puppets can't change ideology peacefully, but it's only a problem in the immersion sense. It is more than a set of beliefs. Trying to have a faster way of changing some of the stickier factions, or to change one to non aligned. A country can change its ideology in four ways: Having an election while another ideology has more than 50% support.
- Command: tagcolor: Effect: Test setting a country's color: How to Open the HOI4 Command Console: Press the key to open the console. The key is usually below the Esc key and to the left of the 1 key.
- 3Country file
- 4Country history
- 4.9Diplomacy
- 7Order of battle (optional)
- 8Adding history for other Bookmarks (optional)
- 9Adding the country to the game
Quick check-list[edit]
- Define a unique 3-character country tag
- Create a file in <yourmod>/common/countries
- Create a file in <yourmod>/history/countries
- Add localisation to <yourmod>/localisations
- Add a large, medium and small flag for each ideology to <yourmod>/gfx/flags
- Optional: Create an OOB file in <yourmod>/history/units
- Optional: Add the country to the game
Country tag[edit]
Countries need a 3-character country tag. This is how a country is referred to in all of the game's script. All country tags must be unique. A country must not share a tag with any other country.
To create a tag, add a new file to <yourmod>/common/country_tags (or edit an existing file) and add something like the following:
where
is address of the country file that will be created/edited, located in <yourmod>/common/countries
Country file[edit]
Create a new file in the <yourmod>/common/countries folder. It is recommended one copies the file of a very similar country, then rename and edit it.
Graphical culture[edit]
Defines the set of graphics used for units. For Scotland this would be:
Color[edit]
This is the country's colour on the political map mode. It uses the RGB color scale.
colors.txt[edit]
Also, make sure that you add the country's color to <yourmod>/common/countries/colors.txt:
`color_ui` usually is a more intense version of the normal color. It is used to render the borders of the country (If borders look ugly, make sure you have done this right). Colors may also be specified in HSV format.
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Country history[edit]
Create a file in the <yourmod>/history/countries folder. Alternatively, copy, rename, and edit a similar file. The file name should be <country tag - country name>, e.g. 'SCO - Scotland'. This file contains information about the history and various other default attributes of the country.
Capital city[edit]
Defines the capital city. Use the State ID of the state that contains the capital, not the province ID. In this case, 121 is Lothrian State, which contains Edinburgh.
Order of battle[edit]
This line will link to the 'Order of Battle' (OoB) file which will define the amount and location of units, their experience and equipment level, and also Air Wings the country has at the start. Starting production and unit templates are also defined there. All countries need an OoB link, but if the country is to be released one doesn't need to add one later on.
For ease of use, naval units are normally put into separate OOB. Also, due to significant changes made to naval units in the 'Man the Guns' DLC, countries normally use 2 separate naval OOBs, one for owners of the mentioned DLC, and one for those who don't own it, and have to use the old ship system (OOB usually distinquished by a _legacy suffix)
Research slots[edit]
Defines the amount of research slots a country has access to at the start. Normally, major powers have 4 slots, minor countries in North America and Europe have 3 and minor countries in the rest of the world have 2. Defaults to 2 slots, if not specified.
Stability[edit]
Defines the stability percentage that a country will have at the start of the game. The number that is put here will be multiplied by 100 when applied to the country, so the max is 1 (100) and the minimum is 0 (0).
War support[edit]
Defines the war support percentage that a country will have at the start of the game. Like stability, the number will be multiplied by 100 when applied to the country, with the max being 1 (100) and minimum being 0 (0).
Ideas[edit]
Sets Ideas country starts with (National Spirits, as well as advisors, companies & laws). A list of ideas can be found in /Hearts of Iron IV/common/ideas
Note that you don't have to add any ideas. Country will then start with no advisors, Civilian Economy and Volunteer Only conscription. This is an example:
Technology[edit]
Here the technology a country has from the start is declared. A list of technologies can be found in /Hearts of Iron IV/common/technologies.
Keep in mind that those who own 'Man the Guns' DLC will need to use a different set of technologies for ships, therefore you have to set technologies for ships twice, like this:
Miscellaneous (optional)[edit]
Add starting political power:
Adds this amount of trade convoys. Note: If present multiple times in the same file, these stack
Add starting research bonus. Useful for example if you had to manually complete a complex National Focus that adds research bonus, and effects had to be applied individually. For example this is used in the Soviet history file.
Add wargoal:
Country and global flags:
Opinion modifiers:
Modifiers have their effects defined in /Hearts of Iron IV/common/opinion_modifiers
Diplomacy[edit]
If the new country has any diplomatic relations, these can be declared here. It is recommended that one adds relations only in one file (not in both the faction leader's file and the minor ally's for instance).
Factions[edit]
Factions are defined by adding the following line:
The country that belongs to the file this line is in will take the role of faction leader.Other countries may be added to the faction:
Puppets of members should always be added to the faction as well, to prevent bugs.
Puppets[edit]
Puppets are defined as follows if the player has the 'Together for Victory' Expansion:
and as follows if they don't:
In order to make the mod useable for both types of players an if-statement should be used:
If the player has 'Together for Victory', Great Britain will be an integrated puppet, if not, they will be a regular (the only type of) puppet.
Other diplomatic actions[edit]
Guarantee Independence:
The country this file belongs to will guarantee the following TAG
The country this file belongs to will guarantee the following TAG
Non-aggression Pact:
Starting trade:
The country this file belongs to will import preset amount of resource
The country this file belongs to will import preset amount of resource
Military access:
Tech sharing[edit]
If the player has 'Together for Victory' one can add the country to a tech sharing group:
Hoi4 Country Modding
An if-statement as shown above will be required to limit it to 'Together for Victory' owners and to prevent bugs with those that don't own it.
Set popularities[edit]
Defines the popularity of different parties in the country:
Set politics[edit]
Defines the ruling party and how elections work in a country:
Note: Frequency is in months
Country leaders[edit]
Defines the leaders a country has. In theory adding a leader for only the starting ideology would be enough, as the other ones will be randomly generated, it is possible however, to define the leaders of all parties.
One can add a custom portrait by adding it in in DDS-format, which may require Gimp or Paint.net to edit.
A list of traits can be found in /Hearts of Iron IV/common/country_leader. It is possible to add more there as well.
Military leaders[edit]
Custom army leaders may be defined here:
As well as naval leaders:
Variants (optional)[edit]
Special variants on equipment available for this country from the start can be defined as well:
Localisation[edit]
Add the localisation for your new country to the following file (it is generally recommended to always create a new, separate file, to avoid overwrites of vanilla files)
where <language> can be either English, German, Spanish, French, Polish, Russian or Brazilian Portuguese. A file can be created for each language for better coverage across the supported languages.
Define the localisation for the country's name and its adjective as follows for every ideology:
Hoi4 Country Tags
Note: Do not mistake the correct letter _l_ ( L ) with a letter i ( I ), or number 1 ( One ), it's a common mistake, causing localisations to not show up, without any evident cause.
Flag[edit]
Each country need 12 flags: 4 flags, 1 for each ideology, including non-aligned, and 3 sizes for each: Standard, Medium, Small.Each flag needs to be a TGA-file with the name of the country tag and the ideology the flag is meant for. The flag file format is 32-bits and uncompressed.
However, if you do not wish to make a flag for each ideology, it is also an option to create a single flag for each size and just name it the country tag without naming an ideology. For example, 'SCO.tga' would appear as the flag of Scotland if there is not a particular flag for the current ideology.
Size-requirement | |
---|---|
Standard | 82x52 pixel |
Medium | 41x26 pixel |
Small | 10x7 pixel |
All flags are located in /Hearts of Iron IV/gfx/flags.For the purpose of this mode, place them in <yourmod>/gfx/flags, each flag size into the corresponding folder.
Order of battle (optional)[edit]
If the country will exist at the start, an order of battle is necessary for the country to have an army.Create a new file in /Hearts of Iron IV/history/units or copy one from a similar country. It must be named exactly the way it's linked in the country's history file.Specific names of different types of units and their support companies can be found in /Hearts of Iron IV/common/units.
Division template[edit]
First the default division template will be defined, simply set up what regiments will fill the country's divisions:
As can be seen, this division exists solely out of infantry.Example of more advanced unit template from Germany, which will use german infantry names:
Division placement[edit]
Division can be placed as follows:
The name is simply the name the game shows for the division, the location is where the division is on the map, the template links to the template defined above and start_experience_ and _equipment_factors define how much experience and equipment the division has.Alternatevely you can use the automatic naming using a predefined list of names.
Air wings[edit]
Air wings are not placed into a specific province, but rather a State.
version_name defines a specific variant of that type of equipment to be used. It first needs to be defined in the same file.
Adding history for other Bookmarks (optional)[edit]
If you want to edit something about your country, but only want it applied after a specific date (as in 1939 bookmark for example), you have to add these lines to the history file:
National Focus[edit]
National Focuses can be completed in two ways:If you want the effects to apply, then use:
If you want to just bypass the focus (often used for more complex focuses, like 'Demand Sudetenland', and apply effect manually, without triggering all the associated events), use:
Specific cases[edit]
Cancelling a relation that is activated earlier (like a guarantee to FRA used earlier):
Removing previously used idea:
Things to remember[edit]
- The date used must be at least 1 day before the actual bookmark start date, multiple dates can be used
- Ideas are added, Laws are replaced by the latest loaded
- Technologies only have to be applied once, add only extra technologies to the later bookmarks
- If a National Focus triggers an event, or adds effect, completing it by history file does not apply these, they have to be triggered separately
- Country leader is chosen based on corresponding ideology, if multiple are present, the one located lower in the file is chosen
Adding the country to the game[edit]
There are three ways to implement the new country into the game.
- Using events
- By national focus
- Editing state history
Adding countries by event or national focus[edit]
- Main article: Event Modding
There are multiple ways to add a country's presence by event or national focus. Here are two:
Using this script in an event option or national focus reward, when scoped to the new country, will cause the province to be owned by the new country. If it is occupied by a third power and the new country is at war with them however, the region will remain occupied.
This script will change both the ownership and control to the scoped state. If a third country occupies it it will go to the new country regardless of the state of relations between it and the occupying power.
Adding countries with state history[edit]
Change the owner and cores in province history files so that they include the new country either by default or in defined bookmarks (for instance only in 1939)
Documentation | Effects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions |
Scripting | AI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units |
Map | Map • States • Supply areas • Strategic regions |
Graphical | Interface • Graphical Assets • Entities • Posteffects • Particles • Fonts |
Cosmetic | Portraits • Namelists • Music • Sound |
Other | Console commands • Troubleshooting • Mod structure |
Hoi4 Rename Country Mod
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