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The really messy part is that the way that different division types react to terrain isn't defined within the terrain files but within the regimental templates. This means you have to define effects for every single type of regiment (airborne, light tank, light td, light aa... ad infinitum) repeated for every single city you add. And the User Interface treats every city you add as a terrain type on the same level as Desert or Plains which means miles of junk in places like division designer.
For all I know there might be a way; I didn't know everything about HoI4 modding even back when I was actively modding it and intervening expansions may have added new modding options. Possibly.
But I do not see how it could be done which at the end of the day is all I can go off. It also doesn't seem like the kind of modding feature - entirely cosmetic, kinda esoteric - which Paradox would go out of their way to code and include in a patch in HoI4 or any of their other titles. Generally Paradox'll introduce new mechanics and then focus on how they can make that mechanic moddable.
The why it isn't ironman-compatible because it isn't a cosmetic mod. It doesn't alter the graphics for provinces; it alters the provinces themselves with new types of terrain. As Scotvince noted it badly affects the UI of the game in places.
It is a really dirty, messy and unwieldy implementation but the only way I kind find to make work. Which is a large part of why I stopped working on it 3 years ago.
Will there be an update? Not until the game supports it being Ironman compatible:/
perhaps it useful for you.
# Allows you to create your own dynamic keys
# to be called in localization.
# defined_text -> this is it, we're defining the text
# text -> a discrete entry that can be picked to display in loc.
# trigger -> determines if a text entry will be picked or not.
# (The triggers need to be valid for the scope the key is called in
# (eg Root or From.From).)
# localization_key -> points to the localization key
# that'll be used if trigger passes
defined_text = { # Country
name = GetTestLoc
text = {
trigger = {
tag = FRA
#trigger here
}
localization_key = PICKED_IF_VALID_KEY_HERE
}
text = {
trigger = {
tag = FRA
#more trigger here
}
localization_key = NEXT_KEY_HERE
}
}
As I said before; if Paradox gives us a way to make purely cosmetic alterations to terrain banners I'll probably make a 2.0 version of this mod.
When i move my mouse on citie immersive i have infobulle with "brussels_desc"
idem for gibralta, malte, etc
not apear if no mod