Save-game editing

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This page is intended to assist with editing the EU4 Save File. Before editing save files, it is highly recommended that you create a copy of the files in question. Simple mistakes made while editing can make a save file unplayable. Save-game editing is IMPOSSIBLE on ironman.

File locations[edit]

  • Mac: ~/Documents/Paradox Interactive/Europa Universalis IV/save games/
  • Linux: ~/.paradoxinteractive/Europa Universalis IV/save games/
  • Windows: C:\Users\YOURNAME\Documents\Paradox Interactive\Europa Universalis IV\save games

Save files will be compressed (ZIP format) unless you uncheck the box when saving. Autosaves and quick saves are not compressed. The encoding of the save file is Windows-1252.

Editing Save[edit]

Any element in the game can be edited very easily. Any aspect of a country including stats and prestige can be changed. You can open save files in Notepad, but they will take several minutes to load. A more advanced text editor such as Notepad++ is therefore recommended.

The section below, Save File Contents, can help you identify if you are in the right spot.

Once you find the element you are looking for, you can edit any of their features. Numerical values such as prestige, diplomacy.

Types[edit]

type=1 # merchant
type=2 # missionaries
type=3 # diplomats
type=48 # monarch
type=49 # general
type=50 # rebel faction
type=51 # advisor
type=54 # army, regiment, navy, ship
type=58 # siege combat
type=4713 # cardinal, loans

Save File Contents[edit]

This is the order of content within the Save File. This can help the user navigate the areas of the file that they are trying to access.

Player & campaign information[edit]

date # game’s date when saved
save_game # save's name
player # player’s country tag
displayed_country_name # name of country as displayed in-game
savegame_version={ # patch when saved, to be red: first.second.third.forth
	first=
	second=
	third=
	forth=
	name # patch's name
}
savegame_versions={ # patch when saved
}
dlc_enabled={ # lists DLC enabled when game was saved
}
mod_enabled={ # lists mods enabled when game was saved
}
multi_player # is game multiplayer?
not_observer # is player a simple observer?
campaign_id #
campaign_length # [number of XXX since beginning of game]
campaign_stats={ # statistics about this game
{
		id # statistic ID
		comparison # [rank?]
		key # type of statistic
		value # statistic's value
	}
}
players_countries={ # lists players and their country
}
gameplaysettings={ # for more information: options
	setgameplayoptions={
	}
}
speed=0 # game’s speed (0: Paused, 5: Max)
multiplayer_random_seed #
multiplayer_random_count #
current_age # current age, e.g. age of discovery
next_age_progress # progress toward next age
id_counters={ #
}
unit #
unit_template_id #
flags={ # list of global events and date at which they were triggered
	death_of_shah_rukh=1447.3.13
}
start_date # date at which game began

Areas[edit]

map_area_data{ # lists area where a state was established
brittany_area={ # area’s ID 		
		state={ 	
			area # area’s ID
			country_state={ # information per country
				prosperity # country's prosperity (between 0 and 100)
				country # country’s tag
			} 	
		} 		
	}
} 	

Other information & Institutions[edit]

total_military_power #
average_military_power #
institution_origin={ # for each institution (separated by space), province ID from from which institution originated
	0 116 0 0 0 0 0  #first number: feudalism, second: Renaissance, etc.
}
institutions={ # lists institutions (separated by space). 0: not yet appeared, 1: appeared
	1 1 0 0 0 0 0 
}
institutions_penalties={ # lists penalty of not having adopted each institution
	0.500 0.300 0.000 0.000 0.000 0.000 0.000 
}

Trade[edit]

For more information: trade node modding

trade={
	node={
		definitions # node's ID
		current # total commercial value of this node
		local_value # commercial value due to local provinces
		outgoing # commercial value outgoing
		value_added_outgoing # commercial [value added?] outgoing
		retention # % equal to retained commercial value (current) divided by (local value + ingoing value)
		steer_power # for each connection to another node, % of outgoing amount steered in that direction
		num_collectors # number of countries collecting value
		total # total trade power
		p_pow #
		max #
		collector_power # total trade power of countries collecting
		pull_power # total trade power of countries pulling value
		retain_power # total trade power of countries retaining value
		highest_power # highest trade power
		PIR={ # country tag
			max_demand #
			type=1 # country has a merchant here
			val # total trade value
			prev # previous total trade value
			max_pow # max total trade value
			max_demand #
			steer_power #
			add # commercial power added to node
			has_trader=yes # has a trader in this node
			trading_policy # trading policy name
			trading_policy_date # date when trading policy was set
		}
		incoming={ # incoming value incoming
			add # commercial power added to node
			value # commercial value added
			from # ID of trade node
		}
		trade_goods_size={ # list [of trade goods in this province?]
		}
		top_provinces={ # list of country tags ordered by trade power generated by local provinces
		}
		top_provinces_values={ # matching list, with numbers equal to that trade power
		}
		top_power={ # list of countries with most total trade power
		}
		top_power_values={ # matching list, with numbers equal to that trade power
		}
		most_recent_treasure_ship_passage # date of last passage of a treasure ship
	}
}

Production[edit]

production_leader_tag={ # list of countries that are production leaders 
}
tradegoods_total_produced={ # matching list with production value 
}

Change of price[edit]

change_price={
	grain={ # type of good
		current_price # current price of this good
			change_price={ # modifier
			key # name of modifier
			value # amount modified
			expiry_date # date upon which modifier expire
		}
	}
}

ID & Dynasties[edit]

id={
	id #
	type #
}
dynasty={
	dynasty={ # lists name of dynasties
	}
	culture_group={ 
		"carpathian"={ # ID of culture group
			# lists name of dynasties
		}
	}
}

Rebel faction[edit]

rebel_faction={
	id={
		id # rebel faction’s ID
		type # type
	}
	type # type of rebel
	name # name of rebel faction
	heretic # type of heretic religion
	country # country of origin
	religion # religion
	culture # culture
	government # government type
	province # [current?] province
	seed #
	general={
		name # name of general
		dynasty # name of dynasty
		type # type of character (general)
		maneuver # amount of maneuver
		fire # amount of fire
		shock # amount of shock
		country="REB" # country of the general
		activation # date general appeared
		id={
			id # id of general
			type # type
		}
	}
	leader={
		id # id of leader
		type # type of the leader
	}
	army={ # only if active=yes
		id # id of army 
		type #type
	}
	possible_provinces={ # possible province where rebels will pop – only if active=no
	}
	active # are rebels active?
}

Great powers & Empires[edit]

great_powers={
	original={
		rank #rank of great power
		country # country tag
		value # score value
	}
}
empire={ # HRE
	emperor # country tag of current emperor
	imperial_influence # imperial influence
	reform_level # reform level
	old_emperor={
		id # id of a previous emperor
		country # country tag of this emperor
		date # date of [death/acceding to power?] of this emperor
	}
	continent # 
	imperial_ban_allowed #
	internal_hre_cb # cassus belli within HRE authorized?
	hre_inheritable # Emperor title is inheritable?
	allows_female_emperor # Are female emperor authorized?
	electors={
		# list of countries that are electors
	}
}
celestial_empire={ # China
	emperor # country tag of emperor
	imperial_influence # imperial influence
	reform_level # reform level
 	old_emperor={
		id # id of a previous emperor
		country # country tag of this emperor
		date # date of [death/acceding to power?] of this emperor
	}
	decree={
		# list of decrees
	}
}
hre_leagues_status #
hre_religion_status #

Trade leagues[edit]

trade_league={
	id # id of trade league
	members={
		# list of countries that are members
	}
}

Religion[edit]

religions={
	catholic={
		papacy={
			papal_state # country tag of papal state
			weighted_cardinal #
		}
		hre_religion # is current HRE religion
		original_hre_religion # original HRE religion
		amount_of_provinces # number of provinces with this religion
	}
	protestant={
		hre_heretic_religion # is currently considered heretic religion by HRE
		original_hre_heretic_religion # original HRE heretic religion
	}
}
religion_instance_data={
	muslim={
		relation={
			first # relation of this sub group (muslim: school of laws) ...
			second=" # with this sub group
			value # type of relation
		}
	}
	catholic={
		papacy={
			crusade_target # country tag of target
			crusade_start # date when crusade started
			reform_desire #
			controller # country tag of controller of papacy
			previous_controller # country tag of previous controller of papacy
			last_excom # date of last excommunication
			papacy_active # is papacy active?
			papal_investment #
active_cardinals={ 
			cardinal={
				id={
					id # id of cardinal
					type=4713 # cardinal
				}
				location # province where cardinal is located
			}
			}
			invest_in_cardinal={
				# [province ID/country ID?]=influence invested
			}
			colony_claim={
				#
			}
		}
	}
}

Events[edit]

fired_events={
	# 
}
pending_events={
	nobles_estate_events.7={ # event's id
		country # country tag where events will take place
		scope_is_valid=yes #
		seed #
		random # [random = seed]
	}
}

Provinces[edit]

provinces={ 						
-1={ # province ID 				
		name # name of province 			
		owner # country tag of owner 		
		controller # country tag of current controller (e.g. during a war) 		
		previous_controller # country tag of previous owner
		institutions={ 				
			# list of % of adoption of each institution 		
		} 				
		cores={ 				
			# list of countries which have this province as a core province 		
		} 				
		trade # trade node associated with this province 				
		unit={ 	# army currently positioned in this province 			
			id # id of army 		
			type=54 # army	
		} 							
		original_culture # original culture 				
		culture # current culture
		religion # current religion 			
		original_religion # original religion 				
		capital # name of capital 		
		is_city # is city (see colonization) 		
		garrison # size of garrison 		
		base_tax # taxation level of province
		original_tax # 			
		base_production # production level of province 		
		base_manpower # manpower level of province
		likely_rebels # type of rebels likely to rebels 	
		trade_goods # trade goods
		ub # 	
		buildings={
			# list of buildings in this province
		}
		building_builders={
			# list of buildings and countries that build them
		}
		history={ # history as visible in history panel 		
		} 				
		patrol # 				
		discovery_dates2={ # 								
		} 				
		discovery_religion_dates2={ #
		} 				
		discovered_by={ # list of countries that have discovered the province }	
		winter # harshness of current winter 			
		previous_winter # harshness of previous winter
		fort_influencing # is within influence of fort of province ID
		trade_power # trade commercial power 	
		rebel_faction={ 				
			id # id of rebel 			
			type=50 # type of rebel 		
		} 				
		center_of_trade # 			
	}
}

Countries[edit]

countries={
	SWE={ # country tag
		human=yes # only appear if yes. yes: is human player
		was_player=yes # only appear if yes. yes: was a human player
		has_set_government_name=yes # only appear if yes.
		government_rank # government rank
		government_name # government type
		subject_focus #
		trade_mission #
		blockade_mission#
		continent={
			# list of continents on which country is present
		}
		national_focus # national focus
		institutions={
			# list of institutions (0: not adopted by country, 1: adopted) 
		}
		num_of_age_objectives # number of age objectives achieved
		history={ # history of country
		}
		flags={ # list of national events and date at which they were triggered
		}
		hidden_flags={ # list of hidden national events and date at which they were triggered
		}
		variables={
			num_converted_religion # number of provinces converted to a religion
		}
		capital # province ID of the capital
		original_capital # province ID of the original capital
		trade_port # province ID of economic capital
		base_tax # total tax level of country
		development # total level of development [in homeland?]
		raw_development # total level of development in country
		capped_development #
		realm_development # total level of development [in realm?]
		in_debt=yes # only appear if yes. Country has  debt
		isolationism # isolationism level
		initialized_rivals #
		recalculate_strategy #
		colors={ # set of colors for the country
			revolutionary_colors={
				13 8 13 
			}
			map_color={
				8 82 165 
			}
			country_color={
				8 82 165 
			}
		}
		dirty_colony #
		primary_culture # primary culture
		dominant_culture # dominant culture
		accepted_culture # accepted culture
		religion # country religion
		dominant_religion # dominant religion
		technology_group # type of technology group (western, etc.)
		unit_type # type of unit (western, etc.)
		technology={
			adm_tech # level in administrative tech
			dip_tech # level in diplomatic tech
			mil_tech # level in military tech
		}
		estate={
			type="estate_church" / "estate_nobles" / "estate_burghers"
			loyalty # % of loyalty
			territory # % of territory controlled by estate
			provinces={
				# list of provinces controlled by estate
			}
			interaction_use={
				interaction # 
				date # date upon which interaction ends
			}
			influence_modifier={
				value # value change for influence
				desc # description of modifier
				date # date upon which modifier does not apply anymore
			}
			active_influences={
				#
			}
			active_loyalties={
				#
			}
		}
		rival={
			country # rival’s country tag
			date # date when country became a rival
		}
		highest_possible_fort #
		highest_possible_fort_building # highest type of fort building
		transfer_home_bonus #
		enemy # enemy’s country tag
		gave_access # gave military access to country
		our_spy_network # have a spy network in this country
		their_spy_network # country have a spy network here
		new_monarch=yes # is monarch new?
		is_at_war=yes # is at war?
		last_election # date of last change of head of government
		current_power_projection # current power projection
		great_power_score # great power score
		power_projection={ # modifier for power projection
			target # country tag
			modifier # type of modifier
			current # amount modified
		}
		navy_strength #
		total_war_worth #
		num_owned_home_cores # number of provinces owned that are regarded as core provinces
		non_overseas_development #
		num_of_controlled_cities # number of controlled cities
		num_of_ports # number of ports
		num_of_core_ports # number of ports in core provinces
		num_of_total_ports # total number of ports
		num_of_cardinals # number of cardinals
		num_of_regulars #
		num_of_cities # number of cities
		num_of_provinces_in_states # number of provinces part of a state
		num_of_provinces_in_territories # number of provinces not part of a state
		forts # number of forts
		num_of_allies # number of allies
		num_of_royal_marriages # number of royal marriages
		inland_sea_ratio #
		average_unrest # average unrest
		average_effective_unrest #
		average_autonomy # average autonomy in provinces
		average_autonomy_above_min #
		average_home_autonomy #
		friend_tags={
			# list of countries that current province is friends with 
		}
		num_of_buildings_indexed={
			#
		}
		produced_goods_value={
			# list of goods with number representing amount produced 
		}
		num_of_goods_produced={
			# list of goods with number representing number of provinces producing this good 
		}
		traded={
			# list of goods with number representing traded value of this good 
		}
		num_of_religions_indexed={
			# list of religion ID = number of provinces of this religion
		}
		num_of_religions_dev={
			 # list of religion ID = []
		}
		num_of_leaders={
			#
		}
		num_of_leaders_with_traits={ 
			#
		}
		num_of_free_leaders={
			#
		}
		border_pct={
			# 
		}
		border_sit={
			# 
		}
		border_provinces={
			# list of province id of provinces bordering country
		}
		neighbours={
			# country tag of neighbors country 
		}
		home_neighbours={
			# country tag of neighbors country of country’s homeland
		}
		core_neighbours={
			# country tag of neighbors country of core provinces
		}
		score_rating={
			# score of country per [] 
		}
		score_rank={
			# rank of country by score per []
		}
		age_score={
			#
		}
		vc_age_score={
			# 
		}
		score_place # country's rank based on score
		prestige # amount of prestige
		stability # level of stability
		treasury # amount of ducat
		estimated_monthly_income # estimated monthly income
		inflation_history={
			# list of inflation level by year 
		}
		opinion_cache={
			# list of opinions by country
		}
		under_construction={
			#
		}
		under_construction_queued={
			# 
		}
		total_count={
			# 
		}
		owned_provinces={
			# list of owned provinces 
		}
		controlled_provinces={
			# list of controlled provinces 
		}
		core_provinces={
			# list of core provinces 
		}
		idea_may_cache={
			# 
		}
		update_opinion_cache=no #
		needs_refresh=yes #
		casus_bellis_refresh=no #
		needs_rebel_unit_refresh=no #
		can_take_wartaxes=no #
		land_maintenance # [slider position for expenses: army maintenance in economy?]
		naval_maintenance # [slider position for expenses: navy maintenance in economy?]
		colonial_maintenance # [slider position for expenses: colonial maintenance in economy?]
		missionary_maintenance # [slider position for expenses: missionaries maintenance in economy?]
		army_tradition # army war tradition
		navy_tradition # navy war tradition
		last_war_ended # date upon which last war ended
		num_uncontested_cores #
		ledger={
			income={
				# list of level of income by year
			}
			expense={
				# list of level of expense by year
			}
			lastmonthincome # last month income
			lastmonthincometable={
				# last month income by month 
			}
			lastmonthexpense # last month expense
			lastmonthexpensetable={
				# last month expense by month
			}
			totalexpensetable={
				# list of monthly total (income – expense) by month 
			}
		}
		loan_size # 
		estimated_loan #
		loan={
			id={
				id # loan's ID
				type=4713
			}
			lender #
			interest # 
			fixed_interest=no
			amount # amount of money borrowed
			expiry_date # date upon which loan need to be reimbursed
			spawned #
		}
		religious_unity # religious unity (from 0 to 1)
		republican_tradition # republican tradition
		devotion # devotion
		meritocracy # meritocracy
		papal_influence # papal influence
		root_out_corruption_slider # [slider position for expenses: root out corruption in economy?]
		legitimacy # legitimacy
		mercantilism # mercantilism level
		splendor # splendor
		active_idea_groups={
			#
		}
		advisor={
			id # advisor's id
			type=51 # advisor
		}
		government={
			government # type of government
			reform_stack={
				reforms={
					# list of currently adopted reforms
				}
				history={
					# adoption of reforms history
				}
			}
		}
		merchants={
			envoy={
				action # action currently being done by envoy
				name # name
				type=1 # merchants
				id # id of merchant
			}
		}
		missionaries={
			envoy={
				action # action currently being done by envoy
				name # name
				type=2 # missionaries
				id # id of missionaries
			}
		}
		diplomats={
			envoy={
				action # action currently being done by envoy
				name # name
				type=3 # diplomats
				id # id of diplomats
			}
		}
		manpower # current manpower
		max_manpower # max manpower
		sailors # current number of sailors
		max_sailors # max number of sailors
		sub_unit={
			infantry # ID of infantry currently used by country
			cavalry # ID of cavalry currently used by country
			heavy_ship # ID of heavy ship currently used by country
			light_ship # ID of light ship currently used by country
			galley # ID of infantry galley used by country
			transport # ID of transport currently used by country
		}
		num_of_captured_ships_with_boarding_doctrine #
		army={
			id={
				id # id of army
				type=54 # army
			}
			name # name of army
			location # province ID where the army is located
			regiment={
				id={
					id # if of regiment
					type=54 # army
				}
				name # name of regiment
				home # province ID where the regiment is from
				type # type of unit
				morale # level of moral
			}
			movement_progress_last_updated # last date when movement progress was updated
			graphical_culture # appearance of army
		}
		navy={
			id={
				id # id of navy
				type=54 # army
			}
			name # name of army
			location # province ID where the army is located
			ship={
				id={
					id # if of ship
					type=54 # army
				}
				name # name of regiment
				home # province ID where the ship is from
				type # type of unit
				morale # level of moral
			}
			movement_progress_last_updated # last date when movement progress was updated
			graphical_culture # appearance of army
			last_at_sea # last date when the nave was at sea
			active_fraction_last_month # 
		}
		active_relations={ # relation that this country have with other country
			DAN={ # country tag
				opinion={
					modifier # type of modifier
					date # date until which modifier applies
					current_opinion # amount of change in opinion
					expiry_date # does this modifier expire
				}
				cached_sum # 
				trust_value #
				last_war # date of last war
				attitude # type of attitude
				has_core_claim # has province where current country has core claims
				has_culture_group_claim # has province where current country has group claim
				has_changed #
			}
		}
		decision_seed #
		monarch={
			id # id of monarch
			type=48 # monarch
		}
			heir={
			id # id of heir
			type=48 # monarch
		}
		queen={
			id # id of queen
			type=48 # monarch
		}
		original_dynasty # name of original dynasty
		num_of_consorts # number of consorts
		inauguration # when monarch became monarch
		previous_monarch={
			id # id of monarch
			type=48 # monarch
		}
		ai={ # information on ai controlling this country
			initialized=yes # is initialized?
			initialized_attitudes=yes # is its attitude initialized?
			static=no #
			personality # type of ai personality
			last_recalc_date #
			hre_interest # has interest in HRE
			papacy_interest # has interest in papacy?
			needs_regiments #
			needs_money # needs money?
			needs_buildings # needs new building?
			needs_ships # needs new ships?
			powers={
				# 
			}
			treasury=50.000
			power_balance_threat_cache # country tag of threat to country
			conquer_prov={
				id # province id
				value # value of this interest
			}
			threat={
				id # country tag
				value # value of this threat
			}
			defended_home_strait #
		}
		assigned_estates=yes #
		powers={
			# 
		}
		interesting_countries={
			2 3 18 108 131 168 169 171 173 199 
		}
		native_policy # type of policy adopted with native [1 to 3]
		spy_propensity #
		losses={
			members={
				# 
			}
		}
		adm_spent_indexed={
			#
		}
		dip_spent_indexed={
			# 
		}
		mil_spent_indexed={
			#
		}
		debase_recharge_need #
		innovativeness # amount of innovativeness
		completed_missions={
			# list missions that were completed
		}
		historic_stats_cache={
			starting_num_of_states # number of states at start
			starting_development # starting development
			starting_income # starting income
		}
		naval_doctrine # naval doctrine chosen
		country_missions={
mission_slot={
# missions in this slot. See: mission modding			}
		}
	}
}

Active advisors[edit]

active_advisors={
	SWE={ # country tag
		advisor={
			id # advisor id
			type #type of advisor
		}
	}
}

Diplomacy[edit]

diplomacy={
	casus_belli={
		type # type of casus belli
		first # casus of belli of country ...
		second # ... towart this country
		start_date # date upon which casus belli started
	}
	dependency={
		first # element of country ...
		second # ... towart this country
		end_date # date upon which element will end
		start_date # date upon which element started
		subject_type # type of subject
	}
	royal_marriage={
		first # element of country ...
		second # ... towart this country
		end_date # date upon which element will end
		start_date # date upon which element started
	}
}

Combats[edit]

combat={
}

Wars[edit]

active_war={
}
previous_war={
}

Statistics[edit]

income_statistics={
	ledger_data={
		name # country tag
		data={
			1467=1 # list of: year=[yearly income?]
		}
	}
}
nation_size_statistics={
	ledger_data={
		name # country tag
		data={
			1467=1 # list of: year=number of provinces
		}
	}
}
score_statistics={
	ledger_data={
		name # country tag
		data={
			1467=1 # list of: year=score 
		}
	}
}
inflation_statistics={
	ledger_data={
		name # country tag
		data={
			1467=1 # list of: year=inflation rate 
		}
	}
}

Final information[edit]

expanded_dip_action_groups={
	# 
}
achievement_ok #
unit_manager={
}
trade_company_manager={
	trade_company={
		name # name of trade company
		provinces={
			# province id where company operates
		}
		power # power
		owner # country tag of owner
		tax_income # tax income
		strong_company=no # is company strong?
		promote_investments=no # does company promote investment?
	}
}
tech_level_dates={
	#
}
idea_dates={
	shrewd_commerce_practise="1457.8.10" # idea and date upon which is happend
}
ai={
	country={
		REB={ # country's tag
			king_data={
				focal_point={
					state=1
					gather_point=1776
					target=1777
					start_date=1479.11.7
					end_date=1480.4.27
					battle=yes
					target_unit_id={
						id # id of unit
						type=50#
					}

				}
			}
			ai_data={
			}
			diplomatic_biases={
				fabricate_claim #
			}
		}
	}
	unit={
		1077={ # unit id
			assigned_region #
			base #
		}
	}
}
checksum #
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