Crusader Kings II

Crusader Kings II

Color-Coded Terrain
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