Supreme Ruler 2030

Supreme Ruler 2030

Regions and Facilities
170 Comments
Snelg  [author] 3 Sep @ 7:26am 
@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.
[92nd] Boki 22 Jun @ 3:26pm 
I have one last question. Everything works perfectly except the population. I edited the cvp for name, gdpc, techgrouping and everything works and changes in game but when i change the refpopulation, nothing changes. I edited the urban hexes in the map editor as well.
[92nd] Boki 22 Jun @ 1:15pm 
Yep, definitely messed something up earlier haha. I deleted everything, verified files, resubscribed and then made a new copy of your mod files. Once I replaced the oof, mapx and cvp's, everything works perfectly haha
[92nd] Boki 22 Jun @ 11:17am 
I only edited the cvp's to change populations and edited the map but since i couldn't get it to work earlier, i moved a bunch of files trying to figure out what was the issue, I think i messed something up there so hopefully reinstalling everything correctly and just copying the modified oof and cvp's should fix it.
Snelg  [author] 22 Jun @ 11:04am 
It's hard to tell, verifying game integrity on steam should replace any missing or edited files if needed.
The only file I've made changes to now (fairly recently) is the Localize/LOCALEN/LocalText-TTR.csv which contains research names and I needed to know what was going on when setting up the techs for the zombie scenario.
Everything else is contained in the scenario or new flag files.

If the other two scenarios are working as expected I think it has to do with the changes you've added or something that gets messed up when rebuilding cache file because I forgot to include it.

If you're editing existing files I recommend using winmerge, notepad++ or vscode to compare the files for possible errors.
That said I have no idea what could cause the game to work apart from the treaties.
[92nd] Boki 22 Jun @ 10:46am 
No, just RaF 2030 scenario, and even then just the scenario i've edited. I already unsubscribed from the mod from the workshop, i made a copy and modified that. I'll try to do a clean reinstall and try the mod again, maybe i deleted or moved something somewhere i wasn't supposed to
Snelg  [author] 21 Jun @ 11:57pm 
Is it an issue in other scenarios? Tried unsubscribing from the mod?`It could technically still be an issue with the mod since I'm not running the workshop version myself.
[92nd] Boki 21 Jun @ 9:33pm 
Yeah, i'm sure it's not the existing files. So clearly I messed something up on my end haha, i'll try to figure it out
Snelg  [author] 21 Jun @ 11:11am 
Glad you got it running. Checked all three scenarios and treaties are there. I'm not sure if it's even possible to mod treaties. Are you sure you're not looking at the existing treaties list?
[92nd] Boki 21 Jun @ 9:01am 
Thank you, that did fix the issue. One more question. Does this mod modify diplomacy in any way? Because right now when I go to the diplomacy screen, the treaty section has nothing in it, so i can't make alliances or any treaties. I can still give or trade resources but no treaties, So I want to know if it's the mod or something I messed up haha
Snelg  [author] 20 Jun @ 3:05pm 
@[92nd] Boki, If you have an edited version of the same files in your game folder while subscribed to the mod it will prioritize the workshop files, including the cache files.
[92nd] Boki 20 Jun @ 2:10pm 
Hey, I made a few changes to the map and cvp's for my own personal use, wont be uploaded online, but i've ran into some trouble. The .scenario file points to everything correctly but after recaching, nothing updates, both the map and populations are the same, but when i load on the map editor, it shows all the new structures I added. I've spent two day's trying to figure it out and i'm stuck. Outside of the cvp and oof/mapx files, nothing has been touched
Snelg  [author] 7 Jun @ 12:09pm 
Update: New zombie version of the map, they spawn in rural areas of almost every region during the second year.
Re-did the GDPc of all regions for the low-tech scenario based on 1914 campaign values + running the game for a year to give it a chance to balance.
Further details in the change notes.
Asdred 22 May @ 6:17am 
Ah I see. It's understandable.
Snelg  [author] 20 May @ 10:53pm 
If I recall correctly there's a hard limit of 1024 regions (up from 256 previously).
There's also the issue of performance and the AI being less active when it has less to work with.

That said there are still a lot of regions I'd like to get to when I have the time.
Asdred 20 May @ 6:35pm 
Would be cool if the states we're shattered even more. If possible.
Snelg  [author] 16 May @ 2:58am 
I haven't had much time for modding lately, or played the new dlc. Another update is still ways off unless there's a problem with the cache for the new patches.
Snelg  [author] 16 May @ 2:56am 
@mizuena, I think this is correct. More specifically the scenario is starting earlier and use the 1914 wm data which controls economy values like production among other things. It leads to the GDP being a lot lower than the starting values and absolutely tanks.
Evidential 15 May @ 3:29pm 
Can't wait for next update
mizuena 24 Apr @ 10:27am 
i think rescale per capita gdp 1/100 is better for LowTech scenario. for example, some country has $100,000 GDP, and rescale $1,000 in lowtech scenario. it will be decrease economic problem maybe
saarud 9 Apr @ 5:14pm 
Norway was the first to attack in the lowtech scenario all the 4 games. 3 times they attacked Sweden (when I started as Sweden) and the 4th time they attacked Finland (I am playing Biafra in this one).
saarud 9 Apr @ 5:10pm 
I tested the new scenario and its quite fun efter you learn how to tackle the economy. I see more wars also and much more attacking the next door neighbours. I had 4 games going atleast past 1 year and one that i have played for now to 1916 february and I can see alot more more wars. The most odd one was Tokyo attacking 2 of their neighbours and not lasting very long after that. I have never seen a war in Japan in the other scenario.

Though except for Tokyo the next 10-20 wars have been in Europe.

But all in all, the scenario is fun as soon as you learn how to start and then maintein the ecnomy.
Blackopscompany 2 Apr @ 5:08am 
List of Indonesia's Airports, Harbors and Power Plans:
Airports: https://hubud.kemenhub.go.id/hubud/website/bandara
Harbors: https://www.pelindo.co.id/operasional
Power Plants: https://www.plnindonesiapower.co.id/id/produk-dan-layanan/produk/daftar-produk.aspx?kategoriid=1 and https://www.plnnusantarapower.co.id/unit-pembangkitan/
*notes:
- PLTU = (mostly) Coal fired steam power plant
- PLTS = Solar power plant
- PLTA = Hydro power Plant
- PLTD = Diesel/Oil power plant
- PLTGU = Combined cycle power plant (Combined Gas-Coal Power Plant)
- PLTP = Geothermal power plant
- PLTB = Wind power plant

I hope you could add all of those informations in Indonesia's map.

Thank you.
Snelg  [author] 1 Apr @ 11:08am 
Update: Added a scenario without any starting techs and only the most basic units.

I was looking around for a way to see if the AI would become more active with more units available. As it turns out, early units are a lot cheaper and quicker to build so I made this second scenario to see what would happen. There's problems with the economy early on since the lack of tech makes production a lot lower but I thought it might be fun to share for anyone interested.

Have a good 1st of April.
Snelg  [author] 25 Mar @ 2:58am 
@saarud, It's tricky and may or may not work as intended. Because there is no documentation whatsoever and conditions for declaring war (for instance) are unknown. All we can do is fiddle with the world volatility, AI stance and AI agenda and hope for the best.

I would love to get rid of the nonsensical war declarations, but it's better than none at all.
saarud 25 Mar @ 2:52am 
True that, much easier to combine regions if needed at a later stage!

Regarding wars, as a layman (I know the BGs are proffesional and have good reasons why they do as they do) some more weights when AI decides to declare war might be wise to use, but I guess it doesnt work that way.
Snelg  [author] 25 Mar @ 2:33am 
From what I've noticed it generally takes a while for the AI to get aggressive. It probably wants to build up its military first since I removed all units for this scenario. I'm guessing a stable economy and quick to build, cheaper units explain why some regions tend to be a lot faster than others.

The AI is extremely binary in how it acts, sadly. I'm not sure if there are better settings to go for, but generally it will either be passive or attack absolutely everyone. Disregarding whether it can actually get there or not and ruining any future diplomacy for itself in the process.
Snelg  [author] 25 Mar @ 2:33am 
@saarud, Regarding Poland, similar to the other regions it would be a mix of larger and smaller regions which would give the player options if they want something bigger and easier like Masovia or something more challenging like Opole. It's a lot easier to merge regions later than go back and add more so I'm leaning towards the smaller regions in this case. But there's definitely pros and cons with both approaches.

I haven't gotten to most of eastern Europe yet, hopefully it will balance out a bit more once I get there.
saarud 25 Mar @ 1:30am 
Great update, I think the Czech subregions are at a good size. I agree that some of Polands subregions will be quite small and for me not as fun to play. then again taking over Europe as Opole will be a great accomplishment even if you have to play for a much longer time.:steamhappy:

But I think the big problem will be to scale with all the other nations, even if you do a massive job in Belarus and Ukraine into their oblast you face Moscow and the rest of Russia after that and so on.

I've just started a new game as Illinois and 1,5 years in starting to see some wars breaking out. Rumania has gone all in declaring wars left to right. The only sane one is against Hungary which it will win against.
Asdred 23 Mar @ 3:19pm 
More work required then?
Snelg  [author] 23 Mar @ 11:22am 
Good to know, it seemed promising in the few tests I ran prior to release. But one I'm currently running looks mostly similar to previous versions.
Asdred 23 Mar @ 9:09am 
Well Several in game years in. Moscow has gone insane lol. the states have done nothing so far.
Evidential 23 Mar @ 6:47am 
I am going to start a new game of this and tell you in a week how it goes with the AI
Asdred 21 Mar @ 6:27pm 
Thanks! I’ll give it a go when I can.
Snelg  [author] 21 Mar @ 7:56am 
Update: More work has been done on the chinese cities and a couple of new sub-regions in the Czech Republic.
The big change this update is the playeragenda of all regions being set to more aggressive values. I haven't had the time to run as much testing as I would have liked, so for now the default settings are still for an extremely volatile game.
I'm interested in knowing how it plays if you give it a go and what settings you were using so we can dial in something reasonable as the default settings.
Snelg  [author] 20 Mar @ 3:08pm 
The reason why I prefer using the modern day administrative regions is that there are generally more statistics available for them. The game itself binds pretty much all stats directly to the region rather than the map.
While I agree the historical regions would look better in many cases it becomes a bit of a nightmare to work with when they don't map to the administrative regions or even to the modern day country border in some cases.
SuperTucano 20 Mar @ 2:24pm 
Another idea for Poland could be Wielkopolska and Malopolska, and the smaller historical regions I forget. Regardless, great mod since shattered world is 99% of what I play.
Snelg  [author] 20 Mar @ 10:58am 
@SuperTucano, That's the plan! I just need to get to them. There's quite a few regions left in Europe and a couple in Asia as well.
The idea for Poland so far is to go with the voivodeships even if a few of them are on the smaller side since I'm not sure how I'd merge most of them. For Indonesia I'm planning to go with the provinces, but merge some of them such as western new Guinea.
SuperTucano 20 Mar @ 10:37am 
If you're open to suggestions, I think breaking up Poland and Indonesia would be good.
Asdred 18 Mar @ 6:45pm 
Ah i see, would make it even more fun. no rush.
Snelg  [author] 17 Mar @ 11:50am 
@Asdred, depending on the reason the next update might help a bit in that regard hopefully a wider range of AI regions will be more active with updated stances and agendas. But I haven't had the time to run more than basic testing yet.