Advisor modding

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Quick checklist[edit]

To add a new advisor type to the game:

  • Create a .txt file in the common/advisortypes folder
  • Create an entry for the new advisor type in this file
  • Add name and description to the localisation.
  • Add a male and female icon for the advisor.

Adding an Advisor[edit]

To edit existing advisor types, copy the /Europa Universalis IV/common/advisortypes/00_advisortypes.txt file from the vanilla game files into a mod.

To create new advisor types, instead create a new file in the common/advisortypes/ folder of your mod.

An advisor entry look like this:

philosopher = {
	monarch_power = ADM
	
	# Bonus
	prestige = 1

	skill_scaled_modifier = { meritocracy = 0.5 }

        # allow_only_male = yes
        # allow_only_female = yes

	chance = {
		factor = 1
	}
	
	ai_will_do = {
		factor = 1
	}
}

monarch_power determines which power type the advisor grants and which slot they appear in.

Advisors have bonuses by default, and any country-scope modifiers can be used here, although modifiers are not required for the advisor to work.

skill_scaled_modifier scales the modifiers within it to advisor level. This is used for the Meritocracy government legitimacy in the base game, although you can add any country-scope modifiers.

allow_only_male forces an advisor type to only be male.

allow_only_female forces an advisor type to only be female.

Chance[edit]

chance = { } is used to determine if the advisor appears in a country's court. All base advisors have a factor of 1. You can add modifiers to the chance, like so:

chance = {
    factor = 1
    modifier = {
        factor = 0
        tag = FRA
    }
}

This would prevent this advisor from appearing for France. Any country-scope trigger will work.

AI[edit]

ai_will_do = { } controls how likely the AI is to hire an advisor. This is similar to the chance = { } scope.

ai_will_do = {
    factor = 1
    modifier = {
        factor = 0
        tag = FRA
    }
}

This would prevent AI-controlled France from hiring this advisor. Any country-scope trigger will work.

Localisation[edit]

Main article: Localisation

New advisors should have localised names and descriptions. Localisation for advisors should be formatted as follows:

 philosopher:0 "Philosopher"
 philosopher_desc:0 "An advisor dedicated to the study of the fundamental nature of knowledge, reality and existence."


Portraits[edit]

Graphical assets such as advisor portraits must be registered in a .gfx file. To do this, create a .gfx file in your mod, and follow the format below for each new advisor:

spriteType = {
    name = "GFX_advisor_<advisor>"
    texturefile = "gfx//interface//advisors//<advisor_icon_name>.dds"
    noOfFrames = 1
    norefcount = yes
    effectFile = "gfx/FX/buttonstate.lua"
    loadType = "INGAME"
}

You can add graphical culture-specific versions of portraits by prefixing the graphical culture before the advisor part of the name. For example:

spriteType = {
    name = "GFX_advisor_asiangfx_philosopher"
    texturefile = "gfx//interface//advisors//asian_philosopher.dds"
    # ...
}

Additionally, you can create culture group-specific versions by prefixing the culture group before the advisor part of the name. For example:

spriteType = {
    name = "GFX_advisor_iranian_philosopher"
    texturefile = "gfx//interface//advisors//persian_philosopher.dds"
    # ...

All advisors also have female portraits, which are defined like so:

spriteType = {
    name = "GFX_advisor_asiangfx_philosopher_female"
    texturefile = "gfx//interface//advisors//asian_philosopher_female.dds"
    # ...
}

Portrait Icons[edit]

The portrait icon assets themselves should be placed in mod_name/gfx/interface/advisors/ for consistency. The icons are 77 by 77 pixels in the .dds format format.

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