Crusader Kings II

Crusader Kings II

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Color-Coded Terrain
   
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18 Jan @ 8:24pm
17 Feb @ 7:11am
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Color-Coded Terrain

Description
Does not change checksum (allows achievements). Up-to-date for 3.3.5.1.

In Terrain map mode, provinces are colored based on terrain. This allows you to tell what terrain each province has without having to hover over them, useful during wartime. (There is another mod on the Steam Workshop that does this, but it has various errors and has not been updated for a long time. It also does not prevent snow from blocking the colors in northern provinces during winter.)

The in-game screenshots shown are with draw_postfx=yes (default; brighter) and draw_postfx=no (darker).

Number of Provinces with each Terrain: RGB, in-game reference if any:
48 Arctic: (255, 255, 255)
626 Plains: (220, 255, 150)
222 Desert: (232, 231, 195), Empire of Turan's color
8 Marsh: (17, 237, 189), Duchy of Kanem's color
28 Farmlands: (243, 180, 17), Golden Horde's color (I wanted to use this for the Steppe but it looks too bright)
195 Hills: (195, 175, 150)
111 Steppe: (210, 160, 50)
122 Forest: (147, 164, 104), Empire of Rus' color
317 Mountains: (145, 145, 145)
62 Jungle: (25, 153, 25), standard green color for things like 0% revolt risk
1 Ocean: (241, 10, 50), County of Wight's color, since it is the only (controllable) province with Ocean terrain
1740 total provinces

Miscellaneous:
Water: (51, 67, 85)
Siberian Wastes and impassable Deserts: (38, 38, 38)
Mountain Ridges: (94, 94, 94)

Special thanks to AhistoricallyCorrect, whose "Very Accurate" Province Terrain Map on Reddit and the Paradox Forum[forum.paradoxplaza.com] helped verify that I didn't make any mistakes. Of course, there is still a possibility for small mistakes, let me know if I have made any.

Compatibility:
This mod is meant for vanilla provinces. If you use another mod which changes any province's terrain or shape, the colors will not change to reflect it.

This mod replaces these 3 files:
gfx/FX/pdxmap.lua (commented out the line that adds snow to northern provinces in winter, so snow doesn't block colors: //sample.rgb = ApplySnow( sample.rgb, Input.prepos, normal, vFoWColor, FoWDiffuse );)
map/terrain/atlas0.dds (made textures transparent so they don't block the colors)
map/terrain/colormap.dds (most important file, for terrain colors)

Thus, this mod is not recommended to be used with any mod that changes those files. At the very least, only the map/terrain/colormap.dds file should not be changed. If you face issues, try loading this mod AFTER every other mod that changes map/terrain/colormap.dds (you can change load order by changing the sequence you click the mod checkboxes).

You can consider making your own custom version of this mod to be compatible with other mods. E.g. if you are using the In heavens Graphics overhaul mod, and you want to remove snow with the Cancel Snow (IHGO) mod, you can create a private version of this mod that doesn't have pdxmap.lua, so that the Cancel Snow mod can use its own version of pdxmap.lua.

Making Your Own Version of This Mod
Making your own version of this mod is very easy. If you just want to change the colors, simply create a local version of this mod and change the colors in colormap.dds, with a program that can open dds files. If you want to make such a mod for a custom map, such as a Total Conversion mod, you can follow the instructions in this Google Document: https://docs.google.com/document/d/1tvoSsD8aLm0jnd2U3JmFTY2z82ES4FYCakQNNQP7PuI
Popular Discussions View All (1)
0
17 Feb @ 7:11am
PINNED: Description Archive (in case it is deleted while updating)
engineer gaming
9 Comments
Halera 5 Oct @ 1:57pm 
I see. Thank you for your feedback and tips! Good luck with your projects!
engineer gaming  [author] 4 Oct @ 8:47pm 
They should be compatible as long as they don't have map/terrain/colormap.dds in their files. And even if they do, I think it's fine as long as you load this mod AFTER loading the Map Font mod.

I edited the description section on compatibility to clarify.
Moofrog 4 Oct @ 2:28pm 
Hi there, is this compatible with Map Fonts mods?
engineer gaming  [author] 13 Aug @ 10:24pm 
Hi Halera, apologies for the late reply. I took a look at the colors EU4 uses, looks nice, but I won't be changing it. I specifically chose the colors above so that the black text of titles remains legible even against the darkest terrain with postfx off, as well as have roughly equal distance between the perceived brightness of each color, for the colorblind.

However, it's very easy to make your own version of this mod, by changing the colors in the colormap.dds file. You can make a local version of this mod for your own use.

I made a Google Document with instructions on how to make this type of mod, so you can even make a version for modded maps, I'll link it in the description.
Halera 18 Apr @ 12:56pm 
Great job! This is exactly what I was missing in the game.
The only problem I see is the map colors are quite pale (more like the 2nd screenshot than the 3rd). And it makes it a bit difficult to tell apart hills, mountains and deserts. I think the color palette from EU4 would be better. Red-brown for mountains, brown for hills. It doesn't need to look good, just give information very quickly.
Sir Tristan107 27 Jan @ 6:22am 
Really cool mod
Varainger 20 Jan @ 5:21am 
Can confirm, works now. :lunar2019coolpig:
engineer gaming  [author] 19 Jan @ 9:24pm 
The bug has been fixed, let me know if you run into any issues. You should be able to see the colored terrain in the main menu.
engineer gaming  [author] 19 Jan @ 4:47pm 
I realise there's a bug with it having 2 descriptor.mod files, I will try fixing it in a few hours