/imperator-shattered-world-generator

Generates a Shattered World mod for Imperator Rome

Primary LanguageC#GNU General Public License v3.0GPL-3.0

Build Status

About

Tool for generating Shattered World mods for Imperator: Rome

Usage

The generator is used as just another console application.

Open a terminal and run the ImperatorShatteredWorldGenerator executable, making sure that all the desired arguments are supplied.

Configuration

The generator settings are supplied via CLI arguments

Argument Description Optional Default
-d
--dir
--game
--imperator
Game directory path. Example:
~/.local/share/Steam/steamapps/common/ImperatorRome
Mandatory N/A
-n
--name
Name of the output mod Mandatory N/A
-s
--seed
TNG seed to generate Mod Optional Random
--capital-population
--capital-pops
Amount of pops for capital cities Optional 10
--city-population-min
--city-pops-min
Minimum amount of pops for regular cities Optional 4
--city-population-max
--city-pops-max
Maximum amount of pops for regular cities Optional 12
--city-civilisation-min
--city-civ-min
Minimum civilisation level for cities Optional 0
--city-civilisation-max
--city-civ-max
Maximum civilisation level for cities Optional 20
--city-barbarian-min
--city-barb-min
Minimum barbarian level for cities Optional 0
--city-barbarian-max
--city-barb-max
Maximum barbarian level for cities Optional 0
--country-centralisation-min
--country-cent-min
Minimum centralisation level for countries Optional 0
--country-centralisation-max
--country-cent-max
Maximum centralisation level for countries Optional 0
--random-countries
--new-countries
--rng-countries
Amount of random new countries to generate Optional 500

Note: I would advice against generating too many new countries. The game may (or may not) load fine, but it could crash at any point after the game has started (even many hours later). Note: I was not able to generate more than 1,900 countries without the game crashing at startup

How it works

The generator will load and randomise the pops, culture and religion of all the habitable cities defined in the vanilla game. It will then proceed to load the vanilla countries and remove all their regions except their capital. The religion and culture of the capital will be set to the country's culture and religion (which usually matched the vanilla ones for that city) New countries will be generated randomly, based on randomly chosen vacant cities.

Note: The game will throw a lot of event errors if some of the vanilla countries are missing. To be on the safe side, all of the vanilla countries will be kept regardless of generator settings. Fixing this would require rewriting many events, and a lot of debugging effort.

Plans / Goals / Roadmap

  • Random trade goods
  • Random country names (based on culture. probably based on Markov chains)
  • Option to remove vanilla countries