Return to site

Victoria 2 Keeps Crashing

broken image


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.

  1. Victoria 2 Keeps Crashing When I Launch Game
  2. Victoria 2 Keeps Crashing Lyrics
  3. Victoria 2 Keeps Crashing
  4. 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
Victoria 2 keeps crashing windows 10

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:

targetwhat it means
any_poptargets all pops
  • aristocrats
  • artisans
  • bureaucrats
  • capitalists
  • clergymen
  • clerks
  • craftsmen
  • farmers
  • labourers
  • officers
  • slaves
  • soldiers
the type of pop specified
  • poor_strata
  • middle_strata
  • rich_strata
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:

targetwhat it means
any_ownedall 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_scopefor 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:

targetwhat it means
random_stateany one state, randomly chosen
(a state name, e.g. USA_1)the state referenced by that name
state_scopeFor 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

targetwhat it means
no target givenFor a country event, the default target is the country that fired the event
(a tag)the country referenced by the tag
any_countryall countries (the current country not included)
any_greater_powerrandomly choose one of the eight great powers
FROMfor a triggered event, FROM is the country that fired the triggering event.
THISthe country that fires a country-scope event.
ownerfor a province event, owner is the country that owns the province that fired the event
sphere_ownerIf 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

NameTargetSyntaxEffectNotes

assimilate

POPsChanges all the pop cultures in a scope into the primary cultureOnly works in the province scope. Changes the all pops in the country to the primary culture.

consciousness

POPsChange the CON of the targeted pop or pops by the given value

dominant_issue

POPsChanges the dominant issue of a portion of the targeted pop to the given issue. It works the same way as upper_house.

ideology

POPsChange the proportion of the targeted pop that follows the specified ideology. It works the same way as upper_house.

literacy

POPsChanges the literacy of the targeted pop by the specified amount. Reduces literacy by 10%.

militancy

POPsChange the MIL of the targeted pop or pops by the given value. Similar in all respects to consciousness, as described above.

money

POPsChanges the target pop's savings by the specified amount.

move_issue_percentage

POPsMakes 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.

move_pop

POPsMoves 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

pop_type

POPsChanges the type of the targeted pop.

reduce_pop

POPsChanges the targeted pop to the given proportion of its current value. Increases POP size if n>0.

scaled_consciousness

POPsChanges 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.

scaled_militancy

POPssee scaled_consciousness

Provincial Effects

NameTargetSyntaxEffectNotes

add_core

ProvinceAdds a core of the given country to the targeted province

add_province_modifier

ProvinceAdds the specified modifier to the targeted province. n in days.

change_controller

ProvinceChanges the controller (not owner) of the target province.

change_province_name

Changes the province's name to the one specified.

change_region_name

StateChanges 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.

flashpoint_tension

StateIncreases the flashpoint tension of the state by n.HoD only. Example:

fort

ProvinceChanges the target province's fortification level by n.

infrastructure

ProvinceChanges the target province's infrastructure level by n.

life_rating

ProvinceChanges the target province's life rating by n.

naval_base

ProvinceChanges the target province's naval base level by n.

remove_core

ProvinceRemoves a core of the given country to the targeted province.FROM does not work.

remove_province_modifier

ProvinceRemoves 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.

RGO_size

ProvinceChanges the target province's RGO size by n.

secede_province

ProvinceTransfers the province in scope from the targeted nation to another.

trade_goods

ProvinceChanges the good produced by the target province to the one specified.

National Effects

NameTargetSyntaxEffectNotes

activate_technology

CountryAdds the specified technology to the country, whether it is the next level or not.AHD only

add_accepted_culture

CountryMakes the specified culture accepted by the targeted country.

remove_accepted_culture

CountryRemoves the specified culture as accepted by the targeted country.

add_country_modifier

CountryAdds the specified modifier to the targeted country. n is in days.Won't replace or extend an already existing modifier.

add_crisis_interest

CountryInvolves the country in scope to the current crisis.HoD only

add_crisis_temperature

Increases the temperature of the current crisis by n.

badboy

CountryChange the target country's infamy by n.

capital

CountryChange the capital of the country to the specified province id.

civilized

CountryChanges the civilized/uncivilized status of the country.

kill_leader

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.

define_general

Creates a new general with the specified parameters.name: see kill_leader

nationalvalue

CountryChanges the national value of the current country to the value specified.value from commonnationalvalues.txt

plurality

CountryChange the plurality of the targeted country by n.

prestige

CountryChange the prestige of the targeted country by n.

prestige_factor

CountryChanges the prestige of the targeted country by the current prestige multiplied with n. Change cannot be less than ±1.

primary_culture

CountryChanges the target country's primary culture.This may be used on non-existing countries.

religion

CountryChanges the scoped country's state religion to the specified one. State religion is only visible in save files.

remove_country_modifier

Removes a country modifier.If the country modifier does not exist, the command won't appear in the tooltip.

research_points

CountryGrants n RPs to the target country's current research project.

war_exhaustion

CountryChanges the target country's war exhaustion by n.

years_of_research

CountryGrants a number of RP that would have been accumulated over n years.

nationalize

CountryTurns all factories invested by foreign powers your own.

Political Effects

Victoria 2 Keeps Crashing When I Launch Game

NameTargetSyntaxEffectNotes

economic_reform

CountryAdds the specified economic reform to the uncivilized nation.AHD only

election

CountryStarts the election process ahead of schedule.

enable_ideology

Globally enables the specified ideology.

government

CountryChanges the target country's government to the specified type.Does not change any of the country's reforms.

is_slave

StateSets the slave state / free state status of a state. Appears in a triggered-only event, syntax doesn't fit the normal model.

military_reform

CountryAdds the specified military reform to the uncivilized nation.AHD only

political_reform

CountryChanges the target country to the specified political reform.

ruling_party_ideology

CountryChanges the current ideology of the country's ruling party.The exact party is random if there is more than one for that ideology.

social_reform

CountryChanges the target country to the specified social reform.

upper_house

CountryChanges 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.
U=1-1/(1+N)=1-1/(1+0.25)=1-0.8=0.2

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

NameTargetSyntaxEffectNotes

add_casus_belli

CountryGives the target a casus belli against the country in scope for n months.

annex_to

CountryAnnexes the targeted country to the country in the current scope.

casus_belli

CountryGrants the scoped country a casus belli against the target country for n months.

create_alliance

CountryCreates an alliance between target country and the scoped country.

create_vassal

CountryMakes the specified country a vassal of the scoped country, even if they are already a vassal.

diplomatic_influence

CountryChanges the influence that the targeted country has on the specified country by n.

end_military_access

CountryEnds the military access granted by the specified country to the current country.

end_war

CountryEnds 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.

inherit

CountryAdds all provinces of the specified country to the targeted country.

leave_alliance

CountryRemove the current country from an alliance with the specified country.

military_access

CountryGives the target country military access to the specified country.

neutrality

CountryDissolves all alliances a nation has and set all satellites free.

relation

CountryChanges the relation between the targeted country and the specified country by n.

release

CountryAllows the target country to release the specified country and thereby create a new independent nation.

release_vassal

CountryIf 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).

war

CountryStarts a war between the country for whom the event fired and the given country.

Economic Effects

NameTargetSyntaxEffectNotes

add_tax_relative_income

CountryUsed 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.

[resource name]

CountryChanges the national stockpile of the resource named by n.

treasury

CountryChange the amount of cash in the treasury by n.

Function Effects

NameTargetSyntaxEffectExample

change_tag

CountrySwitches 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.

change_tag_no_core_switch

Switches the player nation from the current one to the specified one.

change_variable

Increases or decreases the value of an existing variable.

clr_province_flag

ProvinceRemoves the specified province flag.

clr_country_flag

CountryRemoves the specified country flag.

clr_global_flag

GlobalRemoves the specified global flag.

country_event

Fires the specified country event for the targeted country.Second syntax only with AHD, FROM will not work with that.

province_event

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.

random

Specifies the probability n that the effects specified will occur.

random_list

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.

set_province_flag

ProvinceSets the specified flag for the current province.

set_country_flag

CountrySets the specified flag on the current country.

set_global_flag

GlobalSets the specified flag globally (meaning every tag, existing or not, gets the flag)

set_variable

Creates a new variable and assigns it the value n.If the variable exist,it's value will be set by n.

Victoria 2 Keeps Crashing

See also

Victoria 2 Keeps Crashing 2017

Retrieved from 'https://vic2.paradoxwikis.com/index.php?title=List_of_effects&oldid=18577'




broken image