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Europa Universalis IV savefile parser

Keep an eye on the state of the game, at least as frequently as your autosaves happen. Any non-ironman save file should be able to be read by this script; if you're playing ironman, you probably shouldn't be using this sort of tool anyway!

Mods are supported and recognized but may cause issues. Please file bug reports if you find problems.

Both compressed and uncompressed save files can be read.

The information can best be viewed using a web browser; the default port is 8087 but this can be changed. It can be accessed on HTTP or HTTPS, with the latter requiring that the necessary cert/key be in the "../stillebot/" directory (don't ask).

TODO: Document the key sender and consequent "go to province" feature.

TODO: Add an alert to recommend Strong Duchies if you don't have it, have 2+ march/vassal/PU, and either have >50% LD or over slots TODO: If annexing a subject, replace its date with progress (X/Y) and maybe rate (Z/month) TODO: Alert if idle colonist TODO: War progress.

  • "Army strength" is defined as sum(unit.men * unit.morale for army in country for unit in army) + country.max_morale * country.manpower
  • Plot each country's army strength in the table with a graph showing its change from one save to the next
  • Graph the progression of the war as the sum of each side's army strengths
  • Is it possible to show history of battles and how they affected war strength? At very least, show every save sighted.

QUIRK: Sighted an issue with the savefile having an arraymap in it, causing the fast parser to fail. It happened in the "history" of a now-defunct colonial nation (not sure if it was a problem while the nation existed), with an empty {} inserted prior to the date-keyed entries.

  • The slow parser still worked, so this wasn't a major problem, but it's a nuisance.
  • Manually hacking out the empty array from the start fixed the problem, and a subsequent save worked fine.
  • Sighted a second time 20240722. Does this recur?

TODO: Combat prediction dialog. Select an opposing nation to use their stats, but also show all of the stats broken down. Key in, or select, an army for each side (for now, assume no merging of stacks). Assume a midrange combat dice roll, which can be forced in-game with "combat_dice N" (5?) Predict how combat will go. Test it against the in-game behaviour. Maybe show red highlights for things that are working against us, green for things that are in our favour?

Test nations at 2919 Luziana and 2892 Araxas

  1. Recreate the calculations, using a fixed dice roll of 5
  2. Show the impact of changing each modifier. Rank the modifiers by how much effect each would have if changed.
  3. Make recommendations about potential changes

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