Supreme Ruler 2030

Supreme Ruler 2030

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Regions and Facilities
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File Size
Posted
Updated
107.522 MB
9 Sep, 2023 @ 12:06pm
27 Aug @ 8:33am
28 Change Notes ( view )

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Regions and Facilities

Description
Working on a mod to add more regions, facilities (mostly settlements) and other map-related items around the world.

Cache generated on SR2030 v.1355.

Suggestions for changes and ideas are always welcome.

Instructions
Installation
  1. Subscribe
Installing is done through subscribing, a new shattered world scenario should show up under "Scenarios" when starting a new game. The mod should also show up in options>mods when downloaded. No further action should be required by the user.
Uninstallation
  1. Unsubscribe
Uninstalling can be done via unsubscribing to the mod, either via the workshop or through the options>mods in game.
Recommended Settings
  • Volatility: Very high, these should encourage AI war declarations, usually happens 2.5 - 3 years in from tests (no starting units).
  • AI Stance: Unpredictable or Aggressive, these should also encourage AI war declarations
  • Sanctions: Optional, AI has trouble taking them into account
  • Unit trades: Instant, this will stop large numbers of bought units from getting stuck in land locked sellers
Some settings can be changed in-game using Ctrl+Shift+S.

Content
See change log for more detailed changes.
Facilities
  • Thousands of settlements added, moved and updated.
  • Added a Land Factory to most countries as it seemed like they will never build the first one on their own. Might adjust later.
  • Added settlements and piers to more islands to make them relevant.
Google mymaps documentation of most changes.[www.google.com]
It's a bit of a mess, but can help you get an idea of what is changed. Green Icons are done and blue is changes I'm considering. Red are things I changed my mind on, mostly due to map space but it varies.
Scenarios
  • Shattered World 2030
    • AI tends to get aggressive around 2.5 years in on default settings.
  • Shattered World Low Tech
    • Only most basic units tech.
    • AI tends to get aggressive around 1 year in on default settings.
  • Shattered World 2030 Zombies
    • War delcarations after 1 year and spawns in most regions during the next year.
    • Zombie units deal less damage but are tankier compared to vanilla.
New Regions
Region
New sub-regions
Australia
2
Pakistan
6
India
31
Mexico
28
Brazil
26
France
13
Spain
16
South Africa
8
Germany
19
Nigeria
8
Korea
8
Mali
1
Libya
3
Sudan
5
Democratic Republic of Congo
7
Angola
6
Bangladesh
8
Italy
14
China
29
Japan
47
Yemen
6
Saudi Arabia
5
Vietnam
8
Myanmar
15
Thailand
11
Malaysia
7
Argentina
7
Chile
3
Bolivia
3
Ecuador
4
Colombia
6
Venezuela
4
Czech Republic
2
Total
366
Info
Stats for the new regions are based on what I could find, mostly wikipedia. When not available, stats from the parent region is used.
While I've done a couple of them, the flags used are from mostly from wikipedia, fotw.info, the vexillology wiki or r/vexillology.
The mod is open for re-use in other projects, either partially or in its entirety. Credits are appreciated, but not necessary.
Issues
  • CVP masterdata seems a little finicky to get working since I load the base game regions. Most federal regions still use their original values instead of the combined sub-regions.
  • Some regions aren't getting a leader assigned by the game, this seems to be due to the limited number of "random" leaders existing by default. Hopefully this can be fixed once I get around to creating new leaders for each region.
Compatibility
This mod uses FLAGBITS 5, 6 & 7 for its flags, using it along with other mods editing the same files could lead to wrong flags being displayed in either.
Plans
  • Add sub-regions for more of the larger countries.
  • Update settlements for the rest of the world too.
  • Add more of the missing islands.
  • Adjust more of the terrain.
  • Re-do the non-shattered 2030 scenario as well.
170 Comments
Snelg  [author] 16 hours ago 
@sarge5186 I can't seem to not get them to spawn, is it possible that the one campaign you had was using one of the other two scenarios in the mod?
Is the zombie region existing in the Hokkaido save? Do they control the little base added to keep them alive for the beginning of the game in Antarctis?
Evidential 28 Aug @ 6:41pm 
Thanks for the new update!
(A.S.S.) sarge5186 28 Aug @ 6:22pm 
ya i am 8 years in started 3 games in and no zombies when i play one of the factions in northern japan Hokkaido is there name but i can get them to spawn if i play Chiba
Snelg  [author] 28 Aug @ 11:04am 
Just ran a game for a year on the zombie scenario and spawns happened as intended but let me know if there's nothing after an in-game year.
Snelg  [author] 28 Aug @ 10:45am 
Infection is an entirely different mechanic from what I can tell. In vanilla the zombies start active and spawn in at set dates in set locations, but since I haven't re-done OOB's for all the little regions they don't have any army at the start of the game.
What I decided to do was have a one year grace period and then have the zombies start spawning in. They will generally spawn once in each region somewhere in the countryside.
Start settings have nothing to do with the spawns since it's hardcoded events, but a lot more than vanilla.
(A.S.S.) sarge5186 28 Aug @ 9:52am 
i am having problems to get zombies to spawn they don't every time i see the world is 95% infected but noting ever happened what are the start settings it needs for best results
Snelg  [author] 27 Aug @ 8:36am 
Update: Adjusted Low-Tech scenario starting GDP again, re-did all uranium deposits and continued with cities and infrastructure in china as well as some minor edits elsewhere.
Details in the change notes.
Snelg  [author] 23 Jun @ 7:41am 
If other changes in the same file works it sounds a lot like it's being read before my edits and gets overwritten.
Normally there's only one .cvp loaded so this is not an issue, But I've split mine into multiple files in order to still get changes from the base game file and to make them a bit more managable.

The order the files are read are defined in the .scenario file, in my case it's the following:
- SW2030.CVP // Base game shattered world .CVP
- W2030_Influences.CVP // My file resetting all the influences
- W2030_RaF.CVP // My file setting all base game region populations and other minor changes
- W2030_EastAfrica.CVP // (and all the other files) My new regions in specific area.

If you include a new file at the bottom of the list with your changes it should overwrite my changes from what I understand.
[92nd] Boki 23 Jun @ 6:49am 
Yeah, every other change in the cvp takes effect except the refpopulation, it's weird
Snelg  [author] 22 Jun @ 10:56pm 
That should cover it. The .CVP population is assigned to a region and then distributed according to the values set in the map editor. Any leftovers spread out from the manually populated tiles. This is why it can get a little weird when reducing population.

It sounds like your changes in .CVP file is not being used by the game when rebuilding cache. If it's a new .CVP file it needs to be added in the .scenario file to load, if it's loaded before others it might be getting overwritten.

In this particular mod the w2030_RaF.CVP is responsible for all the updates to regions I havent split up. It's loaded first so it shouldn't cause issues to later edits.