The Industrialising Guide from the Victoria 2 wiki may prove useful. 1) In the early game, build few factories - no more than one per province. At this point factories will struggle to turn a profit - labour is scarce, raw material costs are high and factories themselves are less efficient than your artisan POPs. May 16, 2019 Rage 2 – How To Fix Crashing And Game Not Launching/ Loading. By Kakra in Games PC PS4 Xbox. Rage 2 will be the latest game from Publisher Bethesda Softworks and Developer Avalanche Studios, id Software and where players will find themselves in a world destroyed by an asteroid and now players must survive the onslaught of enemies. Apr 13, 2014 Q1. It crashes on map logic/adapting history (Or something similar). Make sure to delete the map and flag cache in the following directories: C:Program Files (x86)SteamSteamAppscommonVictoria 2map and C:UsersJeremyDocumentsParadox InteractiveVictoria IIVictoria IIgfx (If you can't find either of these directories, check for them.
- Victoria 2 Keeps Crashing When I Launch Game
- Victoria 2 Keeps Crashing Lyrics
- Victoria 2 Keeps Crashing
- Victoria 2 Keeps Crashing 2017
This article lists all possible event effects. Add any that are missing.
- 2Targets
- 3Population Effects
- 4Provincial Effects
- 5National Effects
- 6Political Effects
- 7Diplomatic Effects
- 8Economic Effects
- 9Function Effects
Syntax and terminology
Many event options are of the form
What this means is that when the event triggers, and this outcome is selected, then for all X such that A = B, Y = Z happens to X. X is the target of the command, and may be a group of pops, a group of provinces or states, a country, or other things; A = B is the condition, and may be limiting the pops to only those of certain cultures, limiting the states to only those that are slave states, or other things; Y is the effect, and Z is the argument that tells the effect what to do. This is a general pattern, and may not hold for specific examples.
Down south hustlers torrent. These may also be nested; for instance,
says that in all states (any_state) that are slave states (limit = {is_slave = yes}), all pops (any_pop) that are of the Dixie culture will have a CON increase of 0.5
Targets
Pops
An effect that applies to pops can target pops in these classes:
target | what it means |
---|---|
any_pop | targets all pops |
| the type of pop specified |
| all pops in a certain wealth level |
This target can be limited by:
- has_pop_culture = (culture)
- has_pop_religion = (religion)
- is_state_religion = (yes/no)
- type (type = slaves or NOT = { type = slaves}, for example)
- is_primary_culture = (yes/no)
- is_accepted_culture = (yes/no)
- consciousness = n (all pops where CON is at least n)
- militancy = n
Province
An effect that targets provinces can target these classes:
target | what it means |
---|---|
any_owned | all provinces; can be nested within a state or country target to give all provinces within the state, states, or country selected. |
(a province ID) | the province referenced by the ID |
capital_scope | for a country event, this targets the country's capital province. |
For a province event, if no target is given the effect will target the province for which the event fired.
This target can be limited by:
- is_core = (tag) (to specify provinces that have certain cores on them)
- province_id = n (to exclude specific provinces from a larger group)
- has_province_modifier = (modifier)
- has_province_flag = (flag name) (only provinces that have that flag will be targeted)
- (ideology) = n (only provinces where (ideology) has more than n% representation)
- average_militancy = n (all provinces with average MIL over n)
- average_consciousness = n
State
An effect that targets states can target these classes:
target | what it means |
---|---|
random_state | any one state, randomly chosen |
(a state name, e.g. USA_1) | the state referenced by that name |
state_scope | For a province event, state_scope is the state containing the province |
This target can be limited by:
- is_slave = (yes/no)
- is_colonial = (yes/no)
- average_militancy = n (all states with average MIL over n)
- average_consciousness = n
- has_pop_type = (type)
- (issue) = n (all states where (issue) is the primary issue for n% of the population)
Country
An effect that targets a country as a whole can use these targets
target | what it means |
---|---|
no target given | For a country event, the default target is the country that fired the event |
(a tag) | the country referenced by the tag |
any_country | all countries (the current country not included) |
any_greater_power | randomly choose one of the eight great powers |
FROM | for a triggered event, FROM is the country that fired the triggering event. |
THIS | the country that fires a country-scope event. |
owner | for a province event, owner is the country that owns the province that fired the event |
sphere_owner | If the country that fired an event is in a sphere, sphere_owner is the nation controlling that sphere |
This target can be limited by:
- has_country_flag = (flag name) (only countries that have that flag will be targeted)
- civilized = (yes/no)
- in_culture_group = (group)
- (reform_class) = (reform_level) (only countries that have a certain level of political or social reform, ex. press_rights = free_press)
- prestige = n (limits to countries with n prestige or more)
- tag = (tag) or, more importantly, NOT = {tag = (tag)} (limits to the country with (or the countries without) the given tag
Population Effects
Name | Target | Syntax | Effect | Notes |
---|---|---|---|---|
| POPs | Changes all the pop cultures in a scope into the primary culture | Only works in the province scope. Changes the all pops in the country to the primary culture. | |
| POPs | Change the CON of the targeted pop or pops by the given value | ||
| POPs | Changes the dominant issue of a portion of the targeted pop to the given issue. It works the same way as upper_house. | ||
| POPs | Change the proportion of the targeted pop that follows the specified ideology. It works the same way as upper_house. | ||
| POPs | Changes the literacy of the targeted pop by the specified amount. | Reduces literacy by 10%. | |
| POPs | Change the MIL of the targeted pop or pops by the given value. Similar in all respects to consciousness, as described above. | ||
| POPs | Changes the target pop's savings by the specified amount. | ||
| POPs | Makes a certain percentage of people supporting issue A, switch to issue B. This effect is used in the adding of CB, where people switch from jingoism to pro military. | ||
| POPs | Moves the targeted pop to the specified province. There have been issues encountered with this effect, such as having the moved pop automatically join up with pops of the same religion even if they're not the same culture. Use with caution | ||
| POPs | Changes the type of the targeted pop. | ||
| POPs | Changes the targeted pop to the given proportion of its current value. Increases POP size if n>0. | ||
| POPs | Changes the consciousness of the targeted pops by the given value multiplied by the proportion of the pop that is of the given ideology or issue. E.g. if a pop has 40% support for pro-military, and n = 0.5, then the CON increase would be 0.4 * 0.5 = 0.2. | ||
| POPs | see scaled_consciousness |
Provincial Effects
Name | Target | Syntax | Effect | Notes |
---|---|---|---|---|
| Province | Adds a core of the given country to the targeted province | ||
| Province | Adds the specified modifier to the targeted province. n in days. | ||
| Province | Changes the controller (not owner) of the target province. | ||
| Changes the province's name to the one specified. | |||
| State | Changes the region (state) name to the one specified. | Example:Don't include ANY other effects in the same province scope as this one, else the event will cause a crash. | |
| State | Increases the flashpoint tension of the state by n. | HoD only. Example: | |
| Province | Changes the target province's fortification level by n. | ||
| Province | Changes the target province's infrastructure level by n. | ||
| Province | Changes the target province's life rating by n. | ||
| Province | Changes the target province's naval base level by n. | ||
| Province | Removes a core of the given country to the targeted province. | FROM does not work. | |
| Province | Removes the specified modifier from the targeted province. | If the modifier does not currently exist in the province, this command won't appear in the tooltip. | |
| Province | Changes the target province's RGO size by n. | ||
| Province | Transfers the province in scope from the targeted nation to another. | ||
| Province | Changes the good produced by the target province to the one specified. |
National Effects
Name | Target | Syntax | Effect | Notes |
---|---|---|---|---|
| Country | Adds the specified technology to the country, whether it is the next level or not. | AHD only | |
| Country | Makes the specified culture accepted by the targeted country. | ||
| Country | Removes the specified culture as accepted by the targeted country. | ||
| Country | Adds the specified modifier to the targeted country. n is in days. | Won't replace or extend an already existing modifier. | |
| Country | Involves the country in scope to the current crisis. | HoD only | |
| Increases the temperature of the current crisis by n. | |||
| Country | Change the target country's infamy by n. | ||
| Country | Change the capital of the country to the specified province id. | ||
| Country | Changes the civilized/uncivilized status of the country. | ||
| Kills the specified army/navy leader. | The ID can be found in the save file. Unclear if the ID is always the same for leaders created using define_general. | ||
| Creates a new general with the specified parameters. | name: see kill_leader | ||
| Country | Changes the national value of the current country to the value specified. | value from commonnationalvalues.txt | |
| Country | Change the plurality of the targeted country by n. | ||
| Country | Change the prestige of the targeted country by n. | ||
| Country | Changes the prestige of the targeted country by the current prestige multiplied with n. Change cannot be less than ±1. | ||
| Country | Changes the target country's primary culture. | This may be used on non-existing countries. | |
| Country | Changes the scoped country's state religion to the specified one. State religion is only visible in save files. | ||
| Removes a country modifier. | If the country modifier does not exist, the command won't appear in the tooltip. | ||
| Country | Grants n RPs to the target country's current research project. | ||
| Country | Changes the target country's war exhaustion by n. | ||
| Country | Grants a number of RP that would have been accumulated over n years. | ||
| Country | Turns all factories invested by foreign powers your own. |
Political Effects
Victoria 2 Keeps Crashing When I Launch Game
Name | Target | Syntax | Effect | Notes |
---|---|---|---|---|
| Country | Adds the specified economic reform to the uncivilized nation. | AHD only | |
| Country | Starts the election process ahead of schedule. | ||
| Globally enables the specified ideology. | |||
| Country | Changes the target country's government to the specified type. | Does not change any of the country's reforms. | |
| State | Sets the slave state / free state status of a state. Appears in a triggered-only event, syntax doesn't fit the normal model. | ||
| Country | Adds the specified military reform to the uncivilized nation. | AHD only | |
| Country | Changes the target country to the specified political reform. | ||
| Country | Changes the current ideology of the country's ruling party. | The exact party is random if there is more than one for that ideology. | |
| Country | Changes the target country to the specified social reform. | ||
| Country | Changes the proportion of the upper house that follows the specified ideology. | The amount gained (U) is calculated by the following formula: U=1-1/(1+N) The other values will be multiplied by 1-U. Example: Upperhouse starts with 10% (0.1) liberals and 90% (0.9) conservatives. Arctic cat serial numbers decoder online. 1-U=0.8 liberals = 0.1*0.8+.2 = 0.28 = 28% conservatives = 0.9*0.8 = 0.72 = 72% Advantages and disadvantages of software configuration management. N = -1-1/(U-1) |
Victoria 2 Keeps Crashing Lyrics
Diplomatic Effects
Name | Target | Syntax | Effect | Notes |
---|---|---|---|---|
| Country | Gives the target a casus belli against the country in scope for n months. | ||
| Country | Annexes the targeted country to the country in the current scope. | ||
| Country | Grants the scoped country a casus belli against the target country for n months. | ||
| Country | Creates an alliance between target country and the scoped country. | ||
| Country | Makes the specified country a vassal of the scoped country, even if they are already a vassal. | ||
| Country | Changes the influence that the targeted country has on the specified country by n. | ||
| Country | Ends the military access granted by the specified country to the current country. | ||
| Country | Ends any war between the target country and the specified country. | Does not create a truce, and there are no penalties for the cancelled CBs. Will not cancel the war with allies or vassals. | |
| Country | Adds all provinces of the specified country to the targeted country. | ||
| Country | Remove the current country from an alliance with the specified country. | ||
| Country | Gives the target country military access to the specified country. | ||
| Country | Dissolves all alliances a nation has and set all satellites free. | ||
| Country | Changes the relation between the targeted country and the specified country by n. | ||
| Country | Allows the target country to release the specified country and thereby create a new independent nation. | ||
| Country | If this targets a vassal nation (or substate), the vassal is freed. If this targets a non-existing nation, it is released as a vassal of the current country. | If the capital of the released country is not owned, the country is simply freed outright and not as a vassal (check with is_possible_vassal ). | |
| Country | Starts a war between the country for whom the event fired and the given country. |
Economic Effects
Name | Target | Syntax | Effect | Notes |
---|---|---|---|---|
| Country | Used to remove or add money relative to country's income with maximum taxation. | E.g. if n=0.1, 10% of what income would be if all taxes were maxed out is added. | |
| Country | Changes the national stockpile of the resource named by n. | ||
| Country | Change the amount of cash in the treasury by n. |
Function Effects
Name | Target | Syntax | Effect | Example |
---|---|---|---|---|
| Country | Switches the nation in scope to the specified country tag. No cores will change. | change_tag = culture probably changes to the union tag for that culture. | |
| Switches the player nation from the current one to the specified one. | |||
| Increases or decreases the value of an existing variable. | |||
| Province | Removes the specified province flag. | ||
| Country | Removes the specified country flag. | ||
| Global | Removes the specified global flag. | ||
| Fires the specified country event for the targeted country. | Second syntax only with AHD, FROM will not work with that. | ||
| Fires the specified province event for the targeted province. | Event can only fire for the owner of the province, and does not work on empty provinces. It will however work if you secede_province at the same time. | ||
| Specifies the probability n that the effects specified will occur. | |||
| Causes one of two or more possible effects to happen and specifies the probability for each. Probability of any effect Ex occurring is Ex/(E1+E2+..+En). | Due to the game using a random number seed, the output for this effect will be the same every time it's used in the same event. | ||
| Province | Sets the specified flag for the current province. | ||
| Country | Sets the specified flag on the current country. | ||
| Global | Sets the specified flag globally (meaning every tag, existing or not, gets the flag) | ||
| Creates a new variable and assigns it the value n.If the variable exist,it's value will be set by n. |