Press / to search, Esc to clear
Contents:
Press Alt+↑↓ to navigate
Cheat Codes: ------------ Submitted by: David K.
All Cheat Codes
---------------- The console is opened with the (~) key. A cheat is entered, then the input is confirmed with the Enter key. If the console does not open, change the language layout from Russian to English. -=Simple commands=- yesmen - artificial intelligence agrees with all diplomatic actions fastbuild - this command allows you to build buildings almost instantly (the cheat effects the speed of building artificial intelligence too, to get around this: order the necessary buildings, turn on the pause, turn on the cheat, order one additional building, all your buildings will receive the maximum construction progress, then turn off the cheat and take a break) There are many commands that start with "fast". All known commands starting with fast (see "help" "log_viewer") -=Complex commands=- Complex commands consist of a basic command and conditions. The syntax for such commands is to enter the main command followed by a list of conditions, with each condition separated by a space. -=Example=- change_law [law_key, tag] - change any law to the specified one Where: "change_law" is the main command and "law_key" and "tag" are conditions "law_key" - the name of the law (begins with law, and then, through the underscore, the name of the law is entered: the names of the laws can be viewed in the English version of the game and theoretically through debug_mode) "tag" - unique country designation (for country "tag" see: "debug_mode") Here’s what the finished command looks like: change_law law_monarchy ENG - the command changes the law on the form of government of England to monarchy Where: "law_monarchy" - the law on the monarchical form of government "ENG" - England -=List of complex commands=- cash [amount] - adds the specified amount of money (maybe the cheat adds money to artificial intelligence too, needs to be checked…) research [tech_key/era_number] - the command opens a specific technology/all technologies of an era (in this case, you can choose between two conditions where: "tech_key" - the name of one specific technology (to find the name of the technology, see: "debug_mode") "era_number" - technological era sequence number (technology groups in the technology tree are subdivided into eras, to find out the name of the era, see: "debug_mode" changestatepop [state_id, pop_type/all, factor] - this command adds any specialists to the specified region (a very useful command, as it allows you to add people of any qualification to the province. The command needs to be checked, since it is not clear whether the script adds people to the province or retrains already available) where: "state_id" - province ID, see "debug_mode" "pop_type" - the name of the profession in English, you can probably determine through "debug_mode", but you can also use a translator factor - increase factor, sort of multiplies specialists by the specified number and creates new ones if there are none (maybe it just adds the number, I don’t remember) add_approval [?, factor] - theoretically adds stakeholder support, research required see "help" and "log_viewer" add_clout [?] - theoretically adds influence (see "help" and "log_viewer" for syntax) add_ideology [target_interest_group, ideology_to_add] - theoretically allows you to change the ideology of an interested group (the command requires verification, look for the name of ideologies and groups through "debug_mode") target_interest_group - interest group ideology_to_add - ideology name add_loyalists [culture, amount] - add loyalists to culture add_radicals [culture, amount] - add radicals to culture (who needs radicals) add_relations [?] - theoretically adds relations between countries (see "help" and "log_viewer" for syntax) add_war_support [tag, amount] - add war support annex [tag] - country annexation own [state_id] - annexation of a region help, log_viewer and debug_mode: When entering: "help fast" - the console will display all commands that contain "fast" (fastbuild (quick construction), fastenact (quick change of laws), fasttravels (quick movement probably), fasthire (quick hiring), fastinstitution (like a quick change of institution, or free change of institute), fastresearch (quick research), etc. When you enter a full command, the console will display its syntax (what conditions exist in the command and how to write them correctly): "help change_law" - prints "change_law [law_key, tag]" so you can find out what conditions the command operates on (in this case, "law_key" and "tag") Important! - I recommend rechecking the syntax of the command yourself if it does not work for you (if you enter an incorrect condition, the console will display where you made a mistake) "log_viewer" - for some it will be possible that the console will not show the full list of possible codes due to the limitations of the output in the console. In this case, "log_viewer" will help you, this command will display a panel in which there will be a scrolling option that will allow you to view all potential commands. "debug_mode" - this command allows you to enable the mode in which when hovering over a province, law, etc. you can see its true name that is used in commands (for example, when hovering over a province, you can find out the id of the province and also the tag of the country) 7↑ Top
Market Section Tips
-------------------- Open Market menu from the left side panel on the screen. It is pretty simple as it is all about Supply (Sell Orders) and Demand (Buy Orders). You do not need to know how much units you produce of something, you just need to know if the production of a building is profitable. So check profitability of the appropriate building and what resources are used and what it costs. So in that Market menu check the Market price for a good of your interest. If market price is listed with a copper icon it means it is under average market price, if it is silver icon it is within average market price range, if it is golden it is above regular market price. So if you are producing something, the ideal solution would be to have very cheap resource costs and then the building produces something that can be sold very expensive. This way owners of the building will be very happy. Problem is that everything depends on each other. What you produce is most likely also a resource for something else. So you have to constantly check and fix your economy whenever you change something. Also other countries can influence your market by importing/exporting from/to it on their own, so prices can change and therefore profitabilty of a building can turn into a loss. If you want to manipulate market prices you can either import/export goods or upgrade/ downgrade buildings (higher/lower resource cost and more/less production). Market prices also tell you what your pops need. If prices too high, demand can most likely not be fulfilled, see Buy Orders vs. Sell Orders. But concentrate on the basics like food first before you take care of luxuries. So basically all you need to do is constantly fixing the market prices.↑ Top
How to Move Provinces Between States (In Large Amounts Quickly)
----------------------------------------------------------------
Written by Cynic
Moving provinces around without knowing what you are doing is incredibly tedious, especially
when you get to areas with hundreds of provinces per state. This guide uses GIMP and regex
in order to turn what would usually take forever into a process that takes less than a minute
once setup.
-=How-To=-
This only covers province ownership, not the map_data, however province ownerships can
be copied over to map_data easily afterwards.
Used software: GIMP, Notepad++
First we need to get a list of provinces
1. Open up the province map in GIMP.
2. Create a new file (File -> New -> Ok).
3. Select all provinces in the province map that you want to move to a different state.
4. Copy and paste them to the new file.
5. Create an index of the colors (Colors -> Mode -> Indexed.).
6. Set max number of colors to 255 (you can only use up to 255 with this method due to this),
then hit convert.
7. Open up "Palettes" (Windows -> Dockable -> Palettes).
8. Export the colormap to a text file (Right click the earlier made index [named something
like "colormap of xyz"] -> Export as -> Text File).
Now you have a text file listing all of your selected provinces.
Now we need to get these into the correct format.
1. Change them all to uppercase (Select all -> Right click -> Uppercase).
2. Replace all # with x (Ctrl+F -> Replace -> type in # into "Find what"” and x into
"Replace with"” -> Replace All).
Now we are gonna use this list to remove all references to these provinces, and then put
them in the state we want them in. We are gonna do this by setting up a regex.
Spacing is important for this, so spaces are being written as "-" to be easier to read,
but should be a " " (a space character) when actually followed.
1. Add ors at the end of every entry (Ctrl+A -> Ctrl+F -> Replace -> Check "Extended"
-> Replace All "\n" with "-|").
2. Go to your states file ("00_states.txt").
3. Replace the list with nothing. (Copy-paste the list into "Find what", make sure "Replace with"
is blank, make sure that "Regular Expression is checked", and then hit "Replace All").
Congrats, now all of the provinces on the list are no loner owned in the states.
Now we just need to get rid of the "|"s and we can use this as our list of provinces to add.
1. Delete every "|" (Ctrl + A -> Ctrl + F -> Replace -> Replace "|" with nothing)
Now we have a list of provinces that you can copy and past into their new state.
This reduces what would usually take forever per state to about 30 seconds once you get it setup.
↑ Top
Save Edit to Turn Unincorporated State to Incorporated State
-------------------------------------------------------------
Written by Tsuman
Info: I’m using Notepad++ to do the save edit.
Warning! Copy the Save data or Save a new save before the edit.
For myself all the save data that have mod apply are turning into Mojibake, so
modded save data might not working.
Looking for the State ID for the state you want turn into Incorporated state
For example:
I want turn Pegu from Unincorporated state to Incorporated state.
If you have debug mode on, you will see something like this:
Pegu
State ID: 432 <=State ID we need
Country ID:
Province ID:
* Search the save for those lines
* I’m looking for Pegu so it will look like this:
432={
capital=
* Change the number in front to the State ID of the State you want to Incorporated.
It will look like this
432={
capital=6379
country=16777216
previous_owner="BUR"
last_owner_change=1860.12.24
arable_land=88
migration_cache={
* Add the incorporation=1 under the arable_land
arable_land=88
incorporation=1
migration_cache={
* If you already have Incorporated progress on the state, it will look like this
arable_land=88
incorporation=0.xxxx
migration_cache={
* Simply change the number to incorporation=1
* Overwrite the save, and load it.
* Those Unincorporated state will turn into Incorporated state.
↑ Top
How to Industrialize
--------------------- Written by Jared It’s very simple, just follow this simple process. 1.Set your taxes to the max and put consumption taxes on everything that makes you the most money (but grain cause 500 authority isn’t work the tax) This will give you a ton of weekly income you can use to build construction sector and to build things, since the main difference between an industrialized and non industrialized country is the lack of peasants and subsistence agriculture in an industrialized one, we need to build as many profitable building as possible. Not only will this take away power from the landowners, since most of their aristocrat pops come from the subsistence agriculture building (along with clergy) but it will also generate more money for you to tax and build more construction sectors! 2. Focus predominantly on producing buildings involving woodcutting, tools, and natural resources like coal (especially coal) These are the most profitable buildings in the game, especially woodcutting as its use will always be needed throughout the game along with coal as coal will be used in many production methods down the line which also makes buildings more profitable by decreasing the amount of workers. PS use auto expand to automate this process. However watch out when changing production methods as you may not have the goods to supply the change (changing the construction sector P.M is big aswell) 3. Use the corn laws to get a (based) laissez faire capitalist as the head of the landowners IG and also get per capita taxation for more money You can only get the corn laws if you have an export taxation on grain (wheat?) and are on mercantilism preferably without serfdom (so you can switch to laissez faire immediately) This will generate more investment pool funds to at least start to prepare you for the switch from government production to capitalist production once your GDP is high enough. 4. Profit! Now after some time you should have tons of newly built factories to steal as many people as possible from the landowners and clergy IG, and towards the industrialists and (ugh) intelligentsia. You will now be able to pass pretty much any reforms you want (especially if you have secret police as no one can rebel under it) Additionally you can now launch wars without losing any money as you have the largest economy in the world by far and won’t have to go into debt. You can also build a larger army aswell. However communists the trade union IG will come up a couple decades earlier due to your early industrialization, essentially speeding up the time frame for X country you’re playing as. For more useful info, read the explanation of trading in the Victoria 3. For example, I got 200m GDP by 1870 as Russia and it was expanding exponentially as I became the No.1 GP by 1885, much different then how the Germans were scared of them industrializing before ww1.↑ Top
Strategy Tips
-------------- * Army takes a lot of money but since you need it to fight the ottomans, you probably have to put up with debt until your economy stabilizes. * In the long term you need to abolish slave trade and serfdom. * In the short term – more resources that you can trade with (and profitable ones in general) plus consumption taxes. * Also, don’t forget to expand your bureaucracy to manage taxation efficiency if you lack it, big countries like Egypt often suffer from it at the start. * And if your production lacks resources, fixing this will swiftly improve the situation since you will have domestic production instead of relying on trade.↑ Top
Opium War Tips
--------------- Opium War is so easy if you use your navy; the British AI always tries to naval invade your capital. At the start, when Britain attacks, you have 2 flotillas with 7 and 8 ships, and you don’t need to add extra war goals except recognition. Just create 15 flotillas with one ship in each, and those flotillas must have 4 admirals each and patrol the Beijing port. When Britain starts to naval invade, it will only kill one of your flotillas (which will take a lot of time), then your flotilla can quickly be repaired in port and sent back to patrol your capital port. You need to initiate a naval invasion in British African colonies, and Britain will start losing points until it reaches -100. Just wait… wait, and British war points will drop to nearly -90, and they will agree to make peace with you. I also recommend building more universities at the start to get more research points and first researching line infantry, then focusing on railroads. When you upgrade your army to line infantry, your army projection will be around 7000-9000, making other countries less likely to be aggressive towards you, thinking you are very powerful (if you’re not engaging in aggressive expansion). Sometimes, Russia may randomly attack you after a few years at the start, so I recommend improving relationships with Russia from the beginning until you have line infantry, after which there is no threat. Also, I recommend not expanding territories by war at the start if you’ve banned opium, because you only have (if I remember correctly) 8 years to cure from opium, and if you go to war, it won’t count the time, and you will automatically lose the Opium Wars after 8 years, receiving a very bad debuff for many years.↑ Top
Economy Tips
------------- -=Construction: The amount of building you can produce=- The higher your construction the more/faster you can expand your economy, expanding your construction should be your number 1 priority for expanding the economy, -=Debt: The amount of debt your country can own=- Debt is good, someone who spends only 1000 dollars of it’s gold reserve will grow less then a person investing 1000 dollars of gold reserve + 1000 dollars of debt. -=Interest: The amount paid to maintain your current level of debt=- Debt is good but to much debt isn’t this is because of interest on your debt, if the interest becomes to much your income will decrease and you will not be able to expand as fast. When taking on debt it’s critical the interest rate is less then the benefits of taking on more debt, generally this number is 50% debt in advanced economies, but could be as low as 20%. -=Buying power: The amount of money available to buy goods=- Each pop has a certain amount to spend, simply: income – spending, people will first buy essentials like food, transportation before buying luxury goods. -=Pop tiers: workers & investors=- Generally you can see all people as 2 things, workers and investors, why is this distinction important? Investors create money for your investment pool and expand the economy generally the higher the investment pool the better. Workers are the producers and consumers in the economy, not enough workers? Your factories will become less efficient. The workers are to poor? Your factories will have less demand. If the balance between investors and workers is off your investment pool will be to small/big or your investor pool will be spend very inefficiently, the economy will only grow if the average wealth of the entire country grows. Besides growing the wealth of the investors it’s also of paramount importance to raise average wealth/number of the worker at the same time.↑ Top
How to Make Infinite Money
--------------------------- You, as your nation’s head of state, will convince nations to invest in your nation, with the promise of big return after er certain amount of time, you can also promise them to use the money to build stuff they would benefit from importing, and setting up a trade agreement to really set the deal in stone. When you have gotten the first series of investors, you contact more nations with money that would fit better in your pocket, and when they give you money, you simply hand that money to the first set of investors (make sure to take an unreasonably high cut for yourself, can’t be going broke, am i right?), this means that the next set of investors will see the returns the first set got, and will obviously want in. You can keep repeating this cycle as many times as you want, you just gotta make sure you get more money every time new investors jump aboard. There is however one issue with this economic theory, if you ever stop getting investors, you are as the experts in the industry called “Royally fucked”. Many people fear this result and the many ways to get there, and therefore don’t take the risk, this is a good thing for you smart person, as this means more investors and money for you. Some people (fanatics or smth) call this a ponzi scheme, this is obviously fake, they are just jealous of all your money. I instead call it a… uhm… Bonsi strategy, this is totally different from a Ponzi scheme, and people who call it a ponzi scheme are just bad at the game, and mad that you are better, so don’t listen to them. So in conclusion, if you just keep getting investors, and make sure nobody realizes how people are getting paid, you are good and basically have an infinite money glitch in the game. Make sure to take a massive cut for yourself, to build your military up… in case they find out, if you don’t build your military, I know a great airline that will take you to Argentina for cheap.↑ Top

