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#1
Since the last patch the game is unplayable for me in Singleplayer since the message «failed to bak up save file» appears every few month and pauses the game for me. It also appears when manually saving the game! This
Here’s exactly what the message says «Backing up save file failed when renaming save games/x.eu4 to save games/x_backup.eu4. You may want to try removing one or both of these files from the save folder.»
When removing the save file i simply can’t save the game anymore…
I bet the solution is simple but im too retarded to undestand what to do. Any help is apreciated!!
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#2
This is a current bug that the developers are working on. You can see it discussed here:
https://forum.paradoxplaza.com/forum/index.php?threads/1-19-1-save-error.984462/
Basically, it used to happen under 1.18.x with no warning, and users could lose years of gameplay without realising. Until the root cause can be found and fixed, the developers have implemented that message, so you only lose at most one save’s worth of play time.
Try clearing out any autosaves left in the documents/paradox/eu4/save games/ folder.
And if you are saving locally, try setting the game to autosave to the Cloud instead.
Very sorry about that! I’m sure the developers will fix the problem as soon as possible.
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#3
Any news on that?
I dont know if this might help, But I bought a new ssd for my PC. Then I installed eu4 again on the ssd, while the older hd still had another eu4.
Since then Im getting this save error.
I already deleted the eu4 on the old hd. Deleted the documents and all save files. Reinstalled eu4 again on the new ssd. Deleted all save files there too.
Tried to save it to the cloud. Tried to compress the autosaves.. I tried everything, but nothing works…
I hope you find a fix for this soon, because the game is unplayable now for me..
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#4
Any such news would be in the Bug Report threads on the topic.
That said, most people find saving to the cloud helps. If it does not for you, perhaps you have a different problem.
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#5
i formed the Kingdom of Jerusalem, and its gone. 100+ years gone…. Please tell me this will be fixed soon.
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#6
i formed the Kingdom of Jerusalem, and its gone. 100+ years gone…. Please tell me this will be fixed soon.
Also I don’t get a handy message saying that the save failed. Everything appears to be running normally. Even when I hard save, I immediately check to see if it’s in the load menu, it then disappears.
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#7
Also I don’t get a handy message saying that the save failed. Everything appears to be running normally. Even when I hard save, I immediately check to see if it’s in the load menu, it then disappears.
That’s probably 0kb save issue
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Дoбро
05.10.2016, 17:16:31
Купить или загрузить игру | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | b9001e3f99aba2700baa1b0ad961
Дoбро
13.12.2018, 09:21:42
i
Обновлен RePack от Добро:
простой установщик;
версия игры 1.28.1;
обновленные ДЛС;
дополнительное ПО: Dire
RezMar
07.04.2017, 16:42:56
Ok here is the full release. If this is not place to post it, then mods/admin please remove it.
Have fun.
WHOLE GAME WITH LAST UPDATE + ALL DLCs Europa.Universalis.IV.full.v1.20.0-Rez
Дoбро
14.09.2018, 19:59:29
i
Обновлен RePack от Добро:
простой установщик;
версия игры 1.26.1;
обновленные ДЛС;
русификатор;
Дoбро
18.11.2017, 14:57:34
i
Обновлен RePack от Strategium.ru:
По умолчанию SmartSteamEmu;
простой установщик;
версия игры 1.23.0;
обно
Vadd
24.10.2019, 18:06:00
РЕПАК! РЕПАК! РЕПАК!
95% людей не будут копаться в этом говне, потом возиться с ошибками и багами. Сделайте рабочий репак под свежую версию.
asir90
06.07.2021, 18:37:53
Не тот уже стратегиум, не тот. Раньше тут была самая свежая и актуальна версия, только зайди и качай. Сейчас даже околоактуальной не допросишься…
Fan777
16.11.2017, 20:56:27
Ознакомительная версия игры EU4 v1.23.0.0 (1b5e)
Пароль к архиву strategium.ru
1) Разархивировал и играй
2) Русский язык — Выбрал русский флажок и активировал мод.
P.S. Антивир может ругат
Go to eu4
There is a working fix for the «Failed to backup save file» Ironman bug
I’ve seen lots of people here complaining about this bug, and rightly so. There is a very simple fix.
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CLOSE THE GAME. Yes, you will lose all progress since the most recent successful save, there is no way around that.
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Locate the save file.
Windows [Drive name]:Users[User Name]DocumentsParadox InteractiveEuropa Universalis IVsave games
Mac ~/Library/Application Support/Steam/userdata/<YOUR STEAM ID>/236850/remote/save games
Linux ~/.local/share/Paradox Interactive/Europa Universalis IV/save games/
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Any given Ironman game has two save files, one of them called UlmWC.eu4 and the other one UlmWC_backup.eu4. When encountering this bug UlmWc.eu4 will contain 0 kB of data (Sometimes this doesn’t happen immediately even if the game claims that — wait for the second save failure to happen in that case). Delete this file. Rename UlmWC_backup.eu4 to UlmWC.eu4
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Keep playing the game.
The most important part to remember is to CLOSE THE GAME before you do anything with the files. You will lose ironman if you don’t.
Archived post. New comments cannot be posted and votes cannot be cast.
Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.30.
This page is intended to assist with editing the EU4 Save File. Before editing save files, it is highly recommended that you create a copy of the files in question. Simple mistakes made while editing can make a save file unplayable. Editing ironman saves directly would require advanced knowledge of the binary format which is used by them, but tools exists which can be used to turn ironman saves into non-ironman saves which then can be edited like this article describes.
File locations[edit | edit source]
- Mac:
~/Documents/Paradox Interactive/Europa Universalis IV/save games/
- Linux:
~/.local/share/Paradox Interactive/Europa Universalis IV/save games/
- Windows:
C:Users%username%DocumentsParadox InteractiveEuropa Universalis IVsave games
Save files will be compressed (ZIP format) unless you uncheck the box when saving. Autosaves and quick saves are not compressed. The encoding of the save file is Windows-1252.
Editing Save[edit | edit source]
Any element in the game can be edited very easily. Any aspect of a country including stats and prestige can be changed. You can open save files in Notepad, but they will take several minutes to load. A more advanced text editor such as Notepad++ is therefore recommended. If the file contains illegible characters, change the extension from .eu4 to .zip, and use a compression program to unzip it.
The section below, Save File Contents, can help you identify if you are in the right spot.
Once you find the element you are looking for, you can edit any of their features. Numerical values such as prestige, diplomacy.
Types[edit | edit source]
type=1 # merchant type=2 # missionaries type=3 # diplomats type=48 # monarch type=49 # general type=50 # rebel faction type=51 # advisor type=54 # army, regiment, navy, ship type=58 # siege combat type=4713 # cardinal, loans
Powerspend[edit | edit source]
This is a list of meaning for each index found in ‘x_spent_indexed’ attributes inside the country section. This can be verified with the ‘powerspend’ console command.
0 # buy_idea 1 # advance_tech 2 # boost_stab 3 # buy_general 4 # buy_admiral 5 # buy_conq 6 # buy_explorer 7 # develop_prov 8 # force_march 9 # assault 10 # seize_colony 11 # burn_colony 12 # attack_natives 13 # scorch_earth 14 # demand_non_wargoal_prov 15 # reduce_inflation 16 # move_capital 17 # make_province_core 18 # replace_rival 19 # change_gov 20 # change_culture 21 # harsh_treatment 22 # reduce_we 23 # boost_faction 24 # raise_war_taxes 25 # buy_native_advancement 26 # increase_tariffs 27 # promote_merc 28 # decrease_tariffs 29 # move_trade_port 30 # create_trade_post 31 # siege_sorties 32 # buy_religious_reform 33 # set_primary_culture 34 # add_accepted_culture 35 # remove_accepted_culture 36 # strengthen_government 37 # boost_millitarization 39 # artillery_barrage 40 # establish_siberian_frontier 41 # government_interaction 43 # naval_barrage 45 # force_march 46 # create_leader 47 # enforce_culture 48 # effect 49 # minority_expulsion
Save File Contents[edit | edit source]
This is the order of content within the Save File. This can help the user navigate the areas of the file that they are trying to access.
Player & campaign information[edit | edit source]
date # game’s date when saved save_game # save's name player # player’s country tag displayed_country_name # name of country as displayed in-game savegame_version={ # patch when saved, to be red: first.second.third.forth first= second= third= forth= name # patch's name } savegame_versions={ # patch when saved } dlc_enabled={ # lists DLC enabled when game was saved } mod_enabled={ # lists mods enabled when game was saved } multi_player # is game multiplayer? not_observer # is player a simple observer? campaign_id # campaign_length # [number of XXX since beginning of game] campaign_stats={ # statistics about this game { id # statistic ID comparison # [rank?] key # type of statistic value # statistic's value } } players_countries={ # lists players and their country } gameplaysettings={ # for more information: options setgameplayoptions={ } } speed=0 # game’s speed (0: Paused, 5: Max) multiplayer_random_seed # multiplayer_random_count # current_age # current age, e.g. age of discovery next_age_progress # progress toward next age id_counters={ # } unit # unit_template_id # flags={ # list of global events and date at which they were triggered death_of_shah_rukh=1447.3.13 } start_date # date at which game began
Areas[edit | edit source]
map_area_data{ # lists area where a state was established brittany_area={ # area’s ID state={ area # area’s ID country_state={ # information per country prosperity # country's prosperity (between 0 and 100) country # country’s tag } } } }
Other information & Institutions[edit | edit source]
total_military_power # average_military_power # institution_origin={ # for each institution (separated by space), province ID from from which institution originated 0 116 0 0 0 0 0 #first number: feudalism, second: Renaissance, etc. } institutions={ # lists institutions (separated by space). 0: not yet appeared, 1: appeared 1 1 0 0 0 0 0 } institutions_penalties={ # lists penalty of not having adopted each institution 0.500 0.300 0.000 0.000 0.000 0.000 0.000 }
Trade[edit | edit source]
For more information: trade node modding
trade={ node={ definitions # node's ID current # total commercial value of this node local_value # commercial value due to local provinces outgoing # commercial value outgoing value_added_outgoing # commercial [value added?] outgoing retention # % equal to retained commercial value (current) divided by (local value + ingoing value) steer_power # for each connection to another node, % of outgoing amount steered in that direction num_collectors # number of countries collecting value total # total trade power p_pow # max # collector_power # total trade power of countries collecting pull_power # total trade power of countries pulling value retain_power # total trade power of countries retaining value highest_power # highest trade power PIR={ # country tag max_demand # type=1 # country has a merchant here val # total trade value prev # previous total trade value max_pow # max total trade value max_demand # steer_power # add # commercial power added to node has_trader=yes # has a trader in this node trading_policy # trading policy name trading_policy_date # date when trading policy was set } incoming={ # incoming value incoming add # commercial power added to node value # commercial value added from # ID of trade node } trade_goods_size={ # list [of trade goods in this province?] } top_provinces={ # list of country tags ordered by trade power generated by local provinces } top_provinces_values={ # matching list, with numbers equal to that trade power } top_power={ # list of countries with most total trade power } top_power_values={ # matching list, with numbers equal to that trade power } most_recent_treasure_ship_passage # date of last passage of a treasure ship } }
Production[edit | edit source]
production_leader_tag={ # list of countries that are production leaders } tradegoods_total_produced={ # matching list with production value }
Change of price[edit | edit source]
change_price={ grain={ # type of good current_price # current price of this good change_price={ # modifier key # name of modifier value # amount modified expiry_date # date upon which modifier expire } } }
ID & Dynasties[edit | edit source]
id={ id # type # } dynasty={ dynasty={ # lists name of dynasties } culture_group={ "carpathian"={ # ID of culture group # lists name of dynasties } } }
Rebel faction[edit | edit source]
rebel_faction={ id={ id # rebel faction’s ID type # type } type # type of rebel name # name of rebel faction heretic # type of heretic religion country # country of origin religion # religion culture # culture government # government type province # [current?] province seed # general={ name # name of general dynasty # name of dynasty type # type of character (general) maneuver # amount of maneuver fire # amount of fire shock # amount of shock country="REB" # country of the general activation # date general appeared id={ id # id of general type # type } } leader={ id # id of leader type # type of the leader } army={ # only if active=yes id # id of army type #type } possible_provinces={ # possible province where rebels will pop – only if active=no } active # are rebels active? }
Great powers & Empires[edit | edit source]
great_powers={ original={ rank #rank of great power country # country tag value # score value } } empire={ # HRE emperor # country tag of current emperor imperial_influence # imperial influence reform_level # reform level old_emperor={ id # id of a previous emperor country # country tag of this emperor date # date of [death/acceding to power?] of this emperor } continent # imperial_ban_allowed # internal_hre_cb # cassus belli within HRE authorized? hre_inheritable # Emperor title is inheritable? allows_female_emperor # Are female emperor authorized? electors={ # list of countries that are electors } } celestial_empire={ # China emperor # country tag of emperor imperial_influence # imperial influence reform_level # reform level old_emperor={ id # id of a previous emperor country # country tag of this emperor date # date of [death/acceding to power?] of this emperor } decree={ # list of decrees } } hre_leagues_status # hre_religion_status #
Trade leagues[edit | edit source]
trade_league={ id # id of trade league members={ # list of countries that are members } }
Religion[edit | edit source]
religions={ catholic={ papacy={ papal_state # country tag of papal state weighted_cardinal # } hre_religion # is current HRE religion original_hre_religion # original HRE religion amount_of_provinces # number of provinces with this religion } protestant={ hre_heretic_religion # is currently considered heretic religion by HRE original_hre_heretic_religion # original HRE heretic religion } } religion_instance_data={ muslim={ relation={ first # relation of this sub group (muslim: school of laws) ... second=" # with this sub group value # type of relation } } catholic={ papacy={ crusade_target # country tag of target crusade_start # date when crusade started reform_desire # controller # country tag of controller of papacy previous_controller # country tag of previous controller of papacy last_excom # date of last excommunication papacy_active # is papacy active? papal_investment # active_cardinals={ cardinal={ id={ id # id of cardinal type=4713 # cardinal } location # province where cardinal is located } } invest_in_cardinal={ # [province ID/country ID?]=influence invested } colony_claim={ # } } } }
Events[edit | edit source]
fired_events={ # } pending_events={ nobles_estate_events.7={ # event's id country # country tag where events will take place scope_is_valid=yes # seed # random # [random = seed] } }
Provinces[edit | edit source]
provinces={ -1={ # province ID name # name of province owner # country tag of owner controller # country tag of current controller (e.g. during a war) previous_controller # country tag of previous owner institutions={ # list of % of adoption of each institution } cores={ # list of countries which have this province as a core province } trade # trade node associated with this province unit={ # army currently positioned in this province id # id of army type=54 # army } original_culture # original culture culture # current culture religion # current religion original_religion # original religion capital # name of capital is_city # is city (see colonization) garrison # size of garrison base_tax # taxation level of province original_tax # base_production # production level of province base_manpower # manpower level of province likely_rebels # type of rebels likely to rebels trade_goods # trade goods ub # buildings={ # list of buildings in this province } building_builders={ # list of buildings and countries that build them } history={ # history as visible in history panel } patrol # discovery_dates2={ # } discovery_religion_dates2={ # } discovered_by={ # list of countries that have discovered the province } winter # harshness of current winter previous_winter # harshness of previous winter fort_influencing # is within influence of fort of province ID trade_power # trade commercial power rebel_faction={ id # id of rebel type=50 # type of rebel } center_of_trade # } }
Countries[edit | edit source]
countries={ SWE={ # country tag human=yes # only appear if yes. yes: is human player was_player=yes # only appear if yes. yes: was a human player has_set_government_name=yes # only appear if yes. government_rank # government rank government_name # government type subject_focus # trade_mission # blockade_mission# continent={ # list of continents on which country is present } national_focus # national focus institutions={ # list of institutions (0: not adopted by country, 1: adopted) } num_of_age_objectives # number of age objectives achieved history={ # history of country } flags={ # list of national events and date at which they were triggered } hidden_flags={ # list of hidden national events and date at which they were triggered } variables={ num_converted_religion # number of provinces converted to a religion } capital # province ID of the capital original_capital # province ID of the original capital trade_port # province ID of economic capital base_tax # total tax level of country development # total level of development [in homeland?] raw_development # total level of development in country capped_development # realm_development # total level of development [in realm?] in_debt=yes # only appear if yes. Country has debt isolationism # isolationism level initialized_rivals # recalculate_strategy # colors={ # set of colors for the country revolutionary_colors={ 13 8 13 } map_color={ 8 82 165 } country_color={ 8 82 165 } } name # colonies/custom nations only adjective # colonies/custom nations only
dirty_colony #
primary_culture # primary culture dominant_culture # dominant culture accepted_culture # accepted culture religion # country religion dominant_religion # dominant religion technology_group # type of technology group (western, etc.) unit_type # type of unit (western, etc.) technology={ adm_tech # level in administrative tech dip_tech # level in diplomatic tech mil_tech # level in military tech } estate={ type="estate_church" / "estate_nobles" / "estate_burghers" loyalty # % of loyalty territory # % of territory controlled by estate provinces={ # list of provinces controlled by estate } interaction_use={ interaction # date # date upon which interaction ends } influence_modifier={ value # value change for influence desc # description of modifier date # date upon which modifier does not apply anymore } active_influences={ # } active_loyalties={ # } } rival={ country # rival’s country tag date # date when country became a rival } highest_possible_fort # highest_possible_fort_building # highest type of fort building transfer_home_bonus # enemy # enemy’s country tag gave_access # gave military access to country our_spy_network # have a spy network in this country their_spy_network # country have a spy network here new_monarch=yes # is monarch new? is_at_war=yes # is at war? last_election # date of last change of head of government current_power_projection # current power projection great_power_score # great power score power_projection={ # modifier for power projection target # country tag modifier # type of modifier current # amount modified } navy_strength # total_war_worth # num_owned_home_cores # number of provinces owned that are regarded as core provinces non_overseas_development # num_of_controlled_cities # number of controlled cities num_of_ports # number of ports num_of_core_ports # number of ports in core provinces num_of_total_ports # total number of ports num_of_cardinals # number of cardinals num_of_regulars # num_of_cities # number of cities num_of_provinces_in_states # number of provinces part of a state num_of_provinces_in_territories # number of provinces not part of a state forts # number of forts num_of_allies # number of allies num_of_royal_marriages # number of royal marriages inland_sea_ratio # average_unrest # average unrest average_effective_unrest # average_autonomy # average autonomy in provinces average_autonomy_above_min # average_home_autonomy # friend_tags={ # list of countries that current province is friends with } num_of_buildings_indexed={ # } produced_goods_value={ # list of goods with number representing amount produced } num_of_goods_produced={ # list of goods with number representing number of provinces producing this good } traded={ # list of goods with number representing traded value of this good } num_of_religions_indexed={ # list of religion ID = number of provinces of this religion } num_of_religions_dev={ # list of religion ID = [] } num_of_leaders={ # } num_of_leaders_with_traits={ # } num_of_free_leaders={ # } border_pct={ # } border_sit={ # } border_provinces={ # list of province id of provinces bordering country } neighbours={ # country tag of neighbors country } home_neighbours={ # country tag of neighbors country of country’s homeland } core_neighbours={ # country tag of neighbors country of core provinces } score_rating={ # score of country per [] } score_rank={ # rank of country by score per [] } age_score={ # } vc_age_score={ # } score_place # country's rank based on score prestige # amount of prestige stability # level of stability treasury # amount of ducat estimated_monthly_income # estimated monthly income inflation_history={ # list of inflation level by year } opinion_cache={ # list of opinions by country } under_construction={ # } under_construction_queued={ # } total_count={ # } owned_provinces={ # list of owned provinces } controlled_provinces={ # list of controlled provinces } core_provinces={ # list of core provinces } idea_may_cache={ # } update_opinion_cache=no # needs_refresh=yes # casus_bellis_refresh=no # needs_rebel_unit_refresh=no # can_take_wartaxes=no # land_maintenance # [slider position for expenses: army maintenance in economy?] naval_maintenance # [slider position for expenses: navy maintenance in economy?] colonial_maintenance # [slider position for expenses: colonial maintenance in economy?] missionary_maintenance # [slider position for expenses: missionaries maintenance in economy?] army_tradition # army war tradition navy_tradition # navy war tradition last_war_ended # date upon which last war ended num_uncontested_cores # ledger={ income={ # list of level of income by year } expense={ # list of level of expense by year } lastmonthincome # last month income lastmonthincometable={ # last month income by month } lastmonthexpense # last month expense lastmonthexpensetable={ # last month expense by month } totalexpensetable={ # list of monthly total (income – expense) by month } } loan_size # estimated_loan # loan={ id={ id # loan's ID type=4713 } lender # interest # fixed_interest=no amount # amount of money borrowed expiry_date # date upon which loan need to be reimbursed spawned # } religious_unity # religious unity (from 0 to 1) republican_tradition # republican tradition devotion # devotion meritocracy # meritocracy papal_influence # papal influence root_out_corruption_slider # [slider position for expenses: root out corruption in economy?] legitimacy # legitimacy mercantilism # mercantilism level splendor # splendor active_idea_groups={ # } advisor={ id # advisor's id type=51 # advisor } government={ government # type of government reform_stack={ reforms={ # list of currently adopted reforms } history={ # adoption of reforms history } } } merchants={ envoy={ action # action currently being done by envoy name # name type=1 # merchants id # id of merchant } } missionaries={ envoy={ action # action currently being done by envoy name # name type=2 # missionaries id # id of missionaries } } diplomats={ envoy={ action # action currently being done by envoy name # name type=3 # diplomats id # id of diplomats } } manpower # current manpower max_manpower # max manpower sailors # current number of sailors max_sailors # max number of sailors sub_unit={ infantry # ID of infantry currently used by country cavalry # ID of cavalry currently used by country heavy_ship # ID of heavy ship currently used by country light_ship # ID of light ship currently used by country galley # ID of infantry galley used by country transport # ID of transport currently used by country } num_of_captured_ships_with_boarding_doctrine # army={ id={ id # id of army type=54 # army } name # name of army location # province ID where the army is located regiment={ id={ id # if of regiment type=54 # army } name # name of regiment home # province ID where the regiment is from type # type of unit morale # level of moral } movement_progress_last_updated # last date when movement progress was updated graphical_culture # appearance of army } navy={ id={ id # id of navy type=54 # army } name # name of army location # province ID where the army is located ship={ id={ id # if of ship type=54 # army } name # name of regiment home # province ID where the ship is from type # type of unit morale # level of moral } movement_progress_last_updated # last date when movement progress was updated graphical_culture # appearance of army last_at_sea # last date when the nave was at sea active_fraction_last_month # } active_relations={ # relation that this country have with other country DAN={ # country tag opinion={ modifier # type of modifier date # date until which modifier applies current_opinion # amount of change in opinion expiry_date # does this modifier expire } cached_sum # trust_value # last_war # date of last war attitude # type of attitude has_core_claim # has province where current country has core claims has_culture_group_claim # has province where current country has group claim has_changed # } } decision_seed # monarch={ id # id of monarch type=48 # monarch } heir={ id # id of heir type=48 # monarch } queen={ id # id of queen type=48 # monarch } original_dynasty # name of original dynasty num_of_consorts # number of consorts inauguration # when monarch became monarch previous_monarch={ id # id of monarch type=48 # monarch } ai={ # information on ai controlling this country initialized=yes # is initialized? initialized_attitudes=yes # is its attitude initialized? static=no # personality # type of ai personality last_recalc_date # hre_interest # has interest in HRE papacy_interest # has interest in papacy? needs_regiments # needs_money # needs money? needs_buildings # needs new building? needs_ships # needs new ships? powers={ # } treasury=50.000 power_balance_threat_cache # country tag of threat to country conquer_prov={ id # province id value # value of this interest } threat={ id # country tag value # value of this threat } defended_home_strait # } assigned_estates=yes # powers={ # } interesting_countries={ 2 3 18 108 131 168 169 171 173 199 } native_policy # type of policy adopted with native [1 to 3] spy_propensity # losses={ members={ # } } adm_spent_indexed={ # see Powerspend } dip_spent_indexed={ # see Powerspend } mil_spent_indexed={ # see Powerspend } debase_recharge_need # innovativeness # amount of innovativeness completed_missions={ # list missions that were completed } historic_stats_cache={ starting_num_of_states # number of states at start starting_development # starting development starting_income # starting income } naval_doctrine # naval doctrine chosen country_missions={ mission_slot={ # missions in this slot. See: mission modding } } } }
Active advisors[edit | edit source]
active_advisors={ SWE={ # country tag advisor={ id # advisor id type #type of advisor } } }
Diplomacy[edit | edit source]
diplomacy={ casus_belli={ type # type of casus belli first # casus of belli of country ... second # ... towart this country start_date # date upon which casus belli started } dependency={ first # element of country ... second # ... towart this country end_date # date upon which element will end start_date # date upon which element started subject_type # type of subject } royal_marriage={ first # element of country ... second # ... towart this country end_date # date upon which element will end start_date # date upon which element started } }
Combats[edit | edit source]
combat={ }
Wars[edit | edit source]
active_war={ #not different from previous_war } previous_war={ name="[NAME]" # war name, ex: "Prussian-Polish Punitive War" history={ # history block: contains events that happen during the war [DATE1]={ # date block: contains a single event add_attacker="[TAG]" # [TAG] joined the war as a attacker, ex: add_attacker="PRU" } [DATE1]={ # countries can join and leave the war at any point add_defender="[TAG2]" # [TAG2] joined the war as a defender } [DATE1]={ add_defender"[TAG3]" } [DATE2]={ battle={ # (land) battle event name="[PROVINCE NAME]" # name of the battle location location=[PROVINCE NUMBER] # id of the battle location result=[yes|no] # yes if the attacker won the battle attacker={ #attacker block, contains information about army composition, losses, war score contribution cavalry=5000 artillery=2000 infantry=13000 losses=5000 country="[TAG3]" # who led the attacking units, !war attacker and battle attacker are not the same! commander="[COMMANDER NAME]" # name can be empty } defender={ cavalry=1000 infantry=10996 losses=1011 war_goal=3 # war goal progress, only used for superiority war goal country="[TAG]" # who led the defending units commander="[COMMANDER NAME]" # name can be empty } } } [DATE3]={ rem_attacker="[TAG3]" # [TAG3] left the war on [DATE3] } } }
Statistics[edit | edit source]
income_statistics={ ledger_data={ name # country tag data={ 1467=1 # list of: year=[yearly income?] } } } nation_size_statistics={ ledger_data={ name # country tag data={ 1467=1 # list of: year=number of provinces } } } score_statistics={ ledger_data={ name # country tag data={ 1467=1 # list of: year=score } } } inflation_statistics={ ledger_data={ name # country tag data={ 1467=1 # list of: year=inflation rate } } }
Final information[edit | edit source]
expanded_dip_action_groups={ # } achievement_ok # unit_manager={ } trade_company_manager={ trade_company={ name # name of trade company provinces={ # province id where company operates } power # power owner # country tag of owner tax_income # tax income strong_company=no # is company strong? promote_investments=no # does company promote investment? } } tech_level_dates={ # } idea_dates={ shrewd_commerce_practise="1457.8.10" # idea and date upon which is happend } ai={ country={ REB={ # country's tag king_data={ focal_point={ state=1 gather_point=1776 target=1777 start_date=1479.11.7 end_date=1480.4.27 battle=yes target_unit_id={ id # id of unit type=50# } } } ai_data={ } diplomatic_biases={ fabricate_claim # } } } unit={ 1077={ # unit id assigned_region # base # } } } checksum #
Europa Universalis IV
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Жанр: GSG
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Дата выхода: 13 августа 2013 г.
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Режимы: сингл, мультиплеер
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Платформы: PC
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Время прохождения: 351 ч.
- Путь в Windows
- Путь в Linux
- Путь в MacOS
Сохранения в Windows
Сохранения «Europa Universalis IV» хранятся в операционной системе Windows в папке [Documents], находящейся по умолчанию в профиле пользователя на системном диске «C». Игра поддерживает облачную синхронизацию сохранений в Steam Cloud. На прохождение Europa Universalis IV в сольном режиме требуется 351 час (в режиме противостояния — 158 часов, в кооперативном режиме — 214 часов). Во время прохождения доступно 354 достижения и трофея.
Путь до сохранений Europa Universalis 4 в Windows:
%USERPROFILE%DocumentsParadox InteractiveEuropa Universalis IV
C:Users[имя пользователя]DocumentsParadox InteractiveEuropa Universalis IV
Путь до сейвов Europa Universalis 4 в STEAM на Windows:
[Папка со Steam]userdata[id пользователя]236850remote
C:Program Files (x86)Steamuserdata[id пользователя]236850remote
Сохранения в Linux
Сохранения игры «Europa Universalis IV» лежат в операционной системе Linux в папке [share], расположенной в базовом каталоге для хранения данных пользователя.
Путь к сохранениям Europa Universalis IV на Linux:
$XDG_DATA_HOME/Paradox Interactive/Europa Universalis IV/
~/.local/share/Paradox Interactive/Europa Universalis IV/
Сохранения в macOS (OS X)
Сохранения игры «Europa Universalis IV» находятся в операционной системе macOS (OS X) в папке [Documents], расположенной в документах.
Путь к сейвам Europa Universalis IV в macOS (OS X):
$HOME/Documents/Paradox Interactive/Europa Universalis IV/
/home/user/Documents/Paradox Interactive/Europa Universalis IV/