Default.map

本页面所适用的版本可能已经过时,最后更新于Heart of Darkness

This file pertains to a lot of the settings for the map. When it changes, the map information must be reloaded on game start-up. Note: These default values might be wrong because I changed them and forgot what the original values were, so feel free to update them.

Parameter Name Explanation Possible Values (Victoria2 v3.03 setting)
max_provinces Defines the number of provinces in the map. This is usually determined by the number of unique colours in the provinces.bmp file, found in the same directory. Often this number is agreed upon before a mod begins because this number is used 'a lot' throughout. (3249)
sea_starts The province ID number of the first ocean province. ( 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731

2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3247 3248)

definitions Each province is defined by a unique RGB color value that is defined in this file. Either create one yourself, or use one of the numerous extras provided by Paradox at the end of the file. This is also the final file that contains province numbers, so alter them as you did in text.csv and the history/provinces files. ("definition.csv")
provinces Defines the shape of each province. Each unique colour denotes a province in this .bmp file, as defined in definitions, above. Note that this image is flipped vertically from how it appears in the game. The game scans this file and attempts to create a province for each color it encounters, so even a subtle error here can make your map refuse to load, since it will think a stray pixel is a new province. ("provinces.bmp")
positions This annoying file will, depending on how much of a perfectionist you are (and how small your provinces are), take a long time to get straight. It determines where cities, ports, units, etc., show up on the game map. You can get a rough idea as to what values to use by opening provinces.bmp and clicking on the info tab next on top of the navigator window in the upper right of Photoshop. Click on the left of the X Y Coordinates box that appears and choose points as a measurement unit. That box will now display the coordinates currently being pointed at by the mouse. In theory, that works fine. In practice, you'll have to load up EU3, take screenshots of the map in-game to see how it looks, then alter positions.txt appropriately. The reason I suggested skipping topology.bmp earlier is because it can be easier to place things when everything is flat. Oh, and you can't flip and rotate provinces.bmp while you're doing this because it screws with the coordinates. And everytime you make a change EU3 will recalculate all the paths when loading. So all this can be very time-consuming.

One last note on positions.txt. The port_rotation and text_rotation entries in the file determine the direction of ports and province names in game. The value these entries take is the angle as measured in radians from due west. No problem, right? Using the ruler tool in Photoshop we can just determine what angle we want to use, right? Not quite. From what I've been able to determine on-line, there's no way to make Photoshop report angles in radians. Also, Photoshop measures angles from due east (not due west like EU3) and has a maximum value of 180 degrees before switching to negative numbers, whereas radians work on the full 360.

So here's the formula you'll want to use to convert the degrees Photoshop gives you to the value you put into positions.txt:

radians = (-1 * (degrees - 180)) * 0.0174533

The radians used for text_rotation are flipped along the x axis (so a line of text running from NW to SE on the map uses the value you'd expect for one running SW to NE), so take that into account.

Or as a shortcut just use these values:

port_rotation=0.000000 = W port_rotation=0.785398 = NW port_rotation=1.570796 = N port_rotation=2.356194 = NE port_rotation=3.141593 = E port_rotation=3.926991 = SE port_rotation=4.712389 = S port_rotation=5.497787 = SW

text_rotation=0.785398 = from SW text_rotation=0.392699 = from WSW text_rotation=0.000000 = from W text_rotation=5.890486 = from WNW text_rotation=5.497787 = from NW

I should probably also mention that province names are centered (not begun) on the value that you enter for text_position.

("positions.txt")
terrain Defines the terrain of each pixel in the world. The terrain of each color is defined/explained in terrain_definition, below, so take a look at that if need be. Generally, purple is mountains, gray is permafrost. Since it uses the same engine, I'm linking to the EU3 equivalent: Mod Guide: Altering the Map ("terrain.bmp")
rivers Defines the shape of the rivers in the world. A river can have a variety of blues, with darkest meaning the widest river and light blue being relatively narrow (i.e. headwaters) ("rivers.bmp")
terrain_definition Matches the different terrains to a specified colour, and then adds various gameplay bonuses and maluses to them. ("terrain.txt")
continent Associates provinces with continents, which determines such things as which advisors you have access to. Enter any new provinces appropriately. ("continent.txt")
border_heights The values here define what the height of the camera (i.e. zoom level) will be, below which borders will be displayed.
  • The first value indicates province borders
  • The second value indicates region borders\
  • The third value indicates probably country borders
(500 850 1100)
terrain_sheet_heights The values here indicate the threshold zoom of the map, below which the terrain will be displayed. (500)
tree The threshold zoom of the map, below which individual 3D trees will be rendered. (350)
border_cutoff The threshold zoom, below which country borders will be drawn (1100.0)