Modding events
From VickyWiki
The event system was introduced with the release of Europa Universalis II, and has been continually improved with EU2 patches and the expansions made for the Hearts of Iron release. For Victoria the system has been further adapted and expanded, and is now also used for inventions.
Contents
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[edit] Alternative Choices
Most events have two or more alternative outcomes which the user or the AI is able to select. The accepted convention is to place the historically chosen alternative as the first one. The first choice will be selected by the AI in most games (but not all), in order to ensure that the AI acts in as historically accurate of a manner as possible.
Some events deal with countries being incorporated into other. The important thing to remember here is to always leave a backdoor for a human player. Imagine playing your game, implementing the plan which you have designed, only to suddenly get the message "You've been annexed (Game Over)"... The correct design choice is to include an event for the country going to be annexed, where the AI in most cases will accept, but the human player will refuse. A good example from the standard Grand Campaign scenario in Victoria is Texas, whom has the opportunity to join the USA. The second alternative available in the event leaves a backdoor available for a human player:
event = {
id = 14400
random = no
country = TEX
trigger = {
random = 2
}
name = "EVT_14400_NAME"
desc = "EVT_14100_DESC"
style = 0
date = { day = 1 month = january year = 1836 }
offset = 30
deathdate = { day = 30 month = december year = 1845 }
action_a = {
name = "ACTIONNAME14400A" # Apply for statehood in the USA.
command = { type = trigger which = 14100 } # USA
}
action_b = {
name = "ACTIONNAME14400B" # Follow a line of strict independence
command = { }
}
}
In this event the AI will most likely choose to join USA. The human player has a backdoor to avoid this undesired outcome, however.
[edit] Randomness
You can target random countries, provinces, leaders and ministers in an event by replacing the id number with -1, -2 (refer to the particular command to find the significance of a -2 reference) or -3 in a command. -1 is a random id, while -2 is a special reference (for example, a minority culture). -3 can be used to make several things happen to the same random id. Note however that random references in triggers do not work.
[edit] Event Files
The event files are plain text files located in the Victoria\db\events subfolder. They can be given any file name, but it is advisable to use meaningful names. To have the events included in the scenario they need to be linked, or included. In the Victoria\db folder is the file events.txt. This file is linked to in the scenario file and holds a list of which event files the game should include in the scenario.
[edit] Example Event File Inclusion
event = "db\events\spain.txt" event = "db\events\goldevents.txt"
The first line links the file with Spanish events to the scenario, while the second line is a file with specific events dealing with gold rushes.
[edit] Technology Files
The definitions of the technology inventions which occur in the game are plane text files which are written in a similar fashion to the even files. The files are included in the scenario definition in the same manner as the event files and are located in the Victoria\db\tech\ folder.
[edit] Example Technology File Inclusion
event = "db\tech\army_invetions.txt" event = "db\tech\commerce_inventions.txt"
For more about inventions, please refer to Inventions below.
[edit] Event Structure
The structure in which events in Victoria are written is similar to that of Europa Universalis 2 and Hearts Of Iron.
[edit] Example Event
event = { #Put in comments after a '#' sign. The
#rest of the line will not be read a code
id = [id]
trigger = {
[trigger conditions]
}
random = no
country = [country tag]
name = "[event name]"
desc = "[event description]"
style = 0
date = { day = 1 month = march year = 1837 }
offset = 30
deathdate = { day = 12 month = march year = 1845 }
action_a = {
name = "[action name]" # The text displayed for this option
command = { [commands] }
}
action_b = {
name = "[action name]" # The text displayed for this option
command = { [commands] }
}
}
The event definition always begins with the event = { line, and must end with a matching closing brace at the end of the event. In order for the event to work correctly, all opening braces must have a matching closing brace. The various remaining individual components which create an event are described in the sections below.
[edit] Event Ids
The event id is an integer number, and must be unique for each event. Valid ids are from 1 up to around 4 billions.
[edit] Id Example
[code]id = 3001[/code]
Victoria uses event ids between ??? and ???. Event IDs below 1000 are used for inventions. Any ids above ??? should be available for custom events.
[edit] Event Triggers
- See Event Triggers for a reference to all available Event Trigger conditions and operators.
Triggers are used to set conditions for when, in what circumstances and to whom an event should happen. For a complete reference to all of the valid trigger conditions which are available, see: Conditions. Trigger conditions can be combined using the AND, OR and NOT logical operators. When adding more than one condition for a trigger, the default operator is AND. For a complete reference on Trigger Operators, please see Operators
[edit] Random
This declaration tells whether the event should be random or not. For country specific events, this is usually no. Note that you can set a probability (percentage) for a non-random event to occur by using the 'random = [percentage]' trigger instead of creating a random event. See Randomness, above. Random and persistent events are the only events which can occur more than once.
[edit] Random Example
random = no
[edit] Picture
In Victoria it is possible to include a picture with the event message. The picture must be a bitmap (BMP) file which is 408 pixels wide and 149 pixels high. The file must be located in the folder Victoria\gfx\Interface\events.In that folder there is also a Photoshop template named events_template.bmp, which is available to assist in making your own event pictures.
[edit] Picture Example
picture = example
This example uses the file Victoria\gfx\Interface\events\example.bmp. If omitted, the Victoria\gfx\Interface\events\default.bmp file is used. Note that the file suffix (.bmp) is not required.
[edit] Country
This declaration tells which country the event should happen to. This must be set to a valid country tag. The country declaration may be omitted if the event is a random event.
[edit] Country Example
country = GER
[edit] Name
This specifies the name of the event that appears in the event window. The name may be entered directly here, however like most text which is to be displayed in game it should be localized. Localized text is presented to the user in their native language, which is set by the operating system. For Victoria, all localized text is contained in the Victoria\config\event_text.csv file. For more detailed information, please see Event Text.
[edit] Name Example (using localized text)
name = "EVT_23000_NAME"
[edit] Name Example (using non-localized text)
name = "Example Event"
[edit] AI_EVENT
Using the name "AI_EVENT" on an event will cause it to not be displayed in the event log. This is useful for AI only events, for example events which switch AI definition files or other events you want the AI to get without notifying the player.
[edit] Desc
This is the main event text that appears to users in the event window. The event description may be entered directly here, however like most text which is to be displayed in game it should be localized. Localized text is presented to the user in their native language, which is set by the operating system. For Victoria, all localized text is contained in the Victoria\config\event_text.csv file. For more detailed information, please see Event Text.
[edit] Desc Example (using localized text)
desc = "EVT_23000_DESC"
[edit] Desc Example (using non-localized text)
desc = "This is an example event."
[edit] Style
This specifies the look of the event window depending on the time period when the event appears. For Victoria, style = 0 is used for all events.
[edit] Date, offset and deathdate
This is the date when the event will happen, specified in Day, Month, Year format as shown in the example below. If this directive is used alone (no offset given), the event will happen on the exact date given if the event triggers are satisfied. The offset is a random variation, specified in days, which the event may fire on. Offset is always used in conjunction with the date statement, and is used to indicate that the event may happen on any of the days from the time specified in date going forward. If the event has triggers it will begin testing those triggers every day from the date which has been specified. Note that offsets are reset every time the game is loaded, so if you use very long offsets, the events might not be checked in games that are frequently saved/re-loaded. The deathdate is the deadline for an event, after which it may no longer be triggered. The deathdate statement is only useful if the event has a trigger condition. Events without a deathdate will fire if other triggers are valid on the date specified by the date and offset parameters. If triggers are not valid on the date provided by the date declaration then the event will never fire, but if you would like the event to keep looking for triggers then you need to define a deathdate. Note that the deathdate declaration works differently for inventions; for them, the deathdate indicates when the chance of that invention firing increases significantly, rather than de-activating that invention.
[edit] Date Example
date = { day = 1 month = october year = 1838 }
[edit] Offset Example
offset = 300
In this example the event will start checking for triggers on a random date within 300 days from the date specified.
[edit] Deathdate Example
deathdate = { day = 1 month = october year = 1843 }
[edit] Action
- See Commands for a reference to all available Event Action commands.
The action statements are the responses to the event being offered to the player. Sometimes it is appropriate to include only a single action, such as an "Ok" action. Events may include up to four actions which will be available to the user. Action statements must always contain a name statement and any number of command statements, including no commands (a command = { } statement) . The name statement may be entered directly here, however like most text which is to be displayed in game it should be localized. Localized text is presented to the user in their native language, which is set by the operating system. For Victoria, all localized text is contained in the Victoria\config\event_text.csv file. For more detailed information, please see Event Text.
When the AI receives an event the first action, action_a in the examples below, has approximately an 85% to 95% chance of being selected by the AI. For more information on the selections which the AI will make on an event, see [[#Event AI Action Selection|]] below. Due to the default behavior and users expectations from events you should always put the historic choice as the first action available.
[edit] Action OK Example (using localized text)
action_a ={ name = "ACTIONNAME3704A" command = { } } #OK
[edit] Action OK Example (using non-localized text)
action_a ={ name = "OK" command = { } }
[edit] Event AI Action Selection
As mentioned above, there is between a 94.5% and 85% chance of the AI selecting the first choice available in an event. This chance is influenced by the total number of options which the event includes. The specific chances of the AI selecting a specific option are given in the table below.
| Option | Ratio | Percentage | |
|---|---|---|---|
| Two options | action_a | 85/90 | 94,4% |
| action_b | 5/90 | 5,6% | |
| Three options | action_a | 85/95 | 89,4% |
| action_b | 5/95 | 5,3% | |
| action_c | 5/95 | 5,3% | |
| Four options | action_a | 85/100 | 85% |
| action_b | 5/100 | 5% | |
| action_c | 5/100 | 5% | |
| action_d | 5/100 | 5% | |
[edit] Event Flags
One of the new features made available in Hearts of Iron was the ability to set flags, which are useful in order to trigger events. In Victoria the flag system has been expanded in order to include two types of flags: local and global flags. A local flag can be predefined in an AI file, or it can be set with an event. Global flags are defined in the scenario definition file or through events. When loading a new AI file, using the 'ai' event command, any local flag set in that AI file will overwrite existing flags.
The syntax is described above, but a short summary won't hurt: The trigger 'flag' checks if the specified global flag is set, and is true if the flag value is equal to or higher than the one defined by the 'value =' field. The event commands 'clrflag', 'incflag' and 'setflag', are used to remove, change or set global flags. Similarly the trigger 'local_flag' and commands 'local_clrflag', 'local_incflag' and 'local_setflag', are used for local flags.
The value of the flag is always an integer number. By using the 'incflag' or 'local_incflag' command you can use the event selections from several events (and by using global flags you can also include several countries) in order to raise or lower a specific flag value, and the value can be used as a trigger for further events.
For example: Two countries, Freedonia and Albanania, are neighbors. You want to model a tension between the countries, where each country can raise or lower the tension between them through their responses to certain events. You can use a global flag; let's call it flg_frealb_tension, and define it in the globaldata section of the scenario definition:
# wars and alliances
globaldata = {
flags = {
flg_frealb_tension = 1
}
}
The flag is defined, and set to 1. Let's say now that over a 20 years period you have three events for each of the countries, letting you raise or lower the tension:
event = {
id = 9991
random = no
country = U01 #Freedonia
name = "Tension with Albanania"
desc = "Some description here"
style = 0
date = { day = 1 month = march year = 1837 }
offset = 30
deathdate = { day = 1 month = april year = 1837 }
action_a = {
name = "We won't stand down!" #
command = { type = incflag which = flg_frealb_tension value = 1 }
command = { type = relation which = U02 value = -20 }
}
action_b = {
name = "Can't we all just get along?" #
command = { type = relation which = U02 value = 20 }
}
}
If action_a is chosen here the flag value will be increased from 1 to 2. The entire series of six events has the possibility of driving the value up to 7. Now let's add the final straw:
event = {
id = 9997
random = no
country = U01 #Freedonia
name = "Tension with Albanania"
desc = "Some desription here"
style = 0
date = { day = 1 month = march year = 1857 }
offset = 30
deathdate = { day = 1 month = april year = 1857 }
trigger = {
flag = { name = flg_frealb_tension value = 6 }
}
action_a = {
name = "This means war!" #
command = { type = war which = U02 }
}
}
This will trigger a war if the flag value is 6 or higher. In other words, unless action_b is selected in at least two of the six events this event will cause a war to be started between the countries when the value of flg_frealb_tension becomes 6, on or around March 1, 1857.
[edit] Inventions
In Victoria the various tech levels open the possibilities of inventions. For example, the invention "Daimler's Automobile" - ID 500 - requires technology ID 5005, "Combustion Engine":
event = {
id = 500
random = no
invention = yes
picture = 500
trigger = {
technology = 5005
}
name = "EVT_500_NAME"
desc = "EVT_500_DESC"
style = 0
date = { day = 1 month = january year = 1876 }
offset = 60 # Check for trigger conditions every 60 days
deathdate = { day = 30 month = december year = 1886 }
action_a = {
name = "OK" # Excellent!
command = { type = activate_building_type which = automobile_factory }
}
}
As you can see, the invention definition looks just like a standard event, with one exception: Inventions have the line 'invention = yes'. If this line is in, it is counted as an invention. If not, the default is 'off'.
[edit] Examples
The following chapter will show a few practical examples of event scripting.
[edit] Using triggers - AND NOT just easy, OR what?
One of the most important features of the event engine is the trigger system. The triggers decide if an event should happen, depending on the circumstances. Usually there are conditions we want to be fulfilled, and other conditions we want to not be fulfilled, in order for an event to occur. This can make for complicated triggers.
An example from the Grand Campaign scenario in Victoria: This is the trigger for the Hungarian event 2503, The Vienna Diktat - Claim Transylvania with German blessing:
trigger = {
exists = GER # Condition 1
exists = ROM # Condition 2
NOT = { # Condition 3
war = { country = HUN country = ROM } # Condition 3, part1
OR = { # Condition 3, part 2
control = { province = 728 data = -1 } # Condition 3, part 2, sub part 1
control = { province = 729 data = -1 } # Condition 3, part 2, sub part 2
control = { province = 730 data = -1 } # Condition 3, part 2, sub part 3
}
}
}
The base rule of thumb is that when nothing else is said, and you have more than one condition, the default operator is AND. In other words, all conditions must be fulfilled. In this example there are three main conditions that all have to be fulfilled:
- Germany has to exist (Condition 1)
- Romania has to exist (Condition 2)
- The NOT = { } condition must be true (Condition 3). So, when is the NOT true? As mentioned in the article on Trigger Operators, the trigger is only valid if all of the listed conditions are false. So for this NOT condition both of the two conditions given must be untrue:
- Hungary and Romania are at war (Condition 3.1)
- The OR = { } condition has to be true (Condition 3.2) What about the OR condition? Again, the trigger is valid if any one of the listed conditions are true. So for this OR condition any one of these three must be true:
- Hungary controls province 728 (Condition 3.2.1)
- Hungary controls province 729 (Condition 3.2.2)
- Hungary controls province 730 (Condition 3.2.3)
In plain language, this event will trigger if: Germany and Romania exists, Hungary is at peace with Romania, and Hungary controls at least one of the three provinces given.
[edit] Linked Event Chains
Linked event chains are like chain reactions - when it starts rolling it might go on for some time, or they may stop early. The path the chain goes depends on the events themselves. There are two ways of linking events: by using the trigger command or by using the event trigger itself. These two methods have different usage, as explained below.
[edit] Linking with the trigger command
The trigger command is used to fire another event immediately, based on the choice made in an event. As an example we'll take a look at the Hungarian event 2503 which we used above.
event = {
id = 2503
random = no
country = HUN
trigger = {
#see above#
}
name = "EVT_2503_NAME"
desc = "EVT_2503_DESC"
style = 0
date = { day = 4 month = september year = 1940 }
action_a = {
name = "ACTIONNAME2503A" # Press the issue
command = { type = trigger which = 2019 } # GER
}
action_b = {
name = "ACTIONNAME2503B" # Refrain
command = { }
}
}
Chosing action_a in this event will immediately trigger event 2019, which happens to be a German event:
event = {
id = 2019
random = no
country = GER
# Triggered by HUN 2503
name = "EVT_2019_NAME"
desc = "EVT_2019_DESC"
style = 0
action_a = {
name = "ACTIONNAME2019A" # Force Romanian acceptance
command = { type = trigger which = 2701 } # ROM
}
action_b = {
name = "ACTIONNAME2019B" # Deny the Hungarian request
command = { type = trigger which = 2504 } # HUN
command = { type = trigger which = 2702 } # ROM
}
}
There is one thing worth mentioning here. The event is very simple, and as you can see there is no date/deathdate defined. Because the event is intended on only being triggered from another event, the dates can (and should) be dropped. The event will in turn trigger one Romanian event if you select action_a, and one Hungarian and one (different) Romanian event if you go for action_b. The chain continues...
[edit] Linking with an event trigger
The above is a way of firing dependant events quickly, and at any time when the conditions are met. The option presented here is more suitable if you want things to happen at a set time, and still be based on earlier or later events.
An example of an event outline:
- The first event (1) has certain conditions, and will fire on 6 January, 1942 if conditions are met.
- The second event (2) will fire on 29 January, 1942, but this event will only occur if event 1 has occurred.
- The third event (3) will fire on 17 February, but this event will only occur if action_a was selected in event 2.
- The fourth event (4) will fire on 17 Feb, but this event will only occur if action_b was selected in event 2.
- The fifth event (5) will fire on 17 Feb, but this event will only occur if the first event never happened.
Let's take a look at the events:
# The first event
event = {
id = 1
trigger = {
[trigger conditions here]
}
random = no
country = [country tag]
name = "The first event"
desc = "[event description]"
style = 0
date = { day = 6 month = january year = 1942 }
action_a = {
name = "Ok"
command = { }
}
}
# The second event
event = {
id = 2
trigger = {
event = 1 # Will only happend if event 1 has happened
}
random = no
country = [country tag]
name = "The second event"
desc = "[event description]"
style = 0
date = { day = 29 month = january year = 1942 }
action_a = { # Since both event 3 and 4 have the same trigger
name = "Yes" # the one not supposed to happend must be slept:
command = { sleepevent = 4 }
}
action_b = { # Ditto
name = "No"
command = { sleepevent = 3 }
}
}
# The third event
event = {
id = 3
trigger = {
event = 2 # Will only happend if event 2 has happened
}
random = no
country = [country tag]
name = "The third event"
desc = "[event description]"
style = 0
date = { day = 17 month = february year = 1942 }
action_a = {
name = "Yes"
command = { }
}
action_b = {
name = "No"
command = { }
}
}
# The fourth event
event = {
id = 4
trigger = {
event = 2 # The same trigger as above!
}
random = no
country = [country tag]
name = "The fourth event"
desc = "[event description]"
style = 0
date = { day = 17 month = february year = 1942 }
action_a = {
name = "Yes"
command = { }
}
action_b = {
name = "No"
command = { }
}
}
# The fifth event
event = {
id = 5
trigger = {
NOT { event = 1 }
# Will only happend if event 1 has not happened
}
random = no
country = [country tag]
name = "The fifth event"
desc = "[event description]"
style = 0
date = { day = 17 month = february year = 1942 }
action_a = {
name = "Yes"
command = { }
}
action_b = {
name = "No"
command = { }
}
}
What is worth noticing here is that:
- Events can be conditional of other events without firing immediately.
- You can use the event trigger and date/deathdate.
- Instead of triggering the later events directly, you are able to remove events which should not happen by using the sleepevent command.
Note however that it is not possible to have an event trigger a set time period after another event.
[edit] Event ID list
This is a list of the event id's which are used in the Grand Campaign scenario which is included with Victoria. Note that there is an overlap for the first five entries, since inventions also have their IDs in those ranges
| ALBANIA | 100 | BOSNIA_HERZEGOVINA | 200 | BULGARIA | 300 | ||
| CROATIA | 400 | CYPRUS | 500 | GREECE | 600 | ||
| MOLDAVIA | 700 | MONTENEGRO | 800 | ROMANIA | 900 | ||
| SERBIA | 1000 | OTTOMAN_EMPIRE | 1100 | WALLACHIA | 1200 | ||
| SWITZERLAND | 1300 | SLOVENIA | 1400 | AUSTRIA | 1500 | ||
| BOHEMIA_MORAWIA | 1600 | DANZIG | 1700 | KRAKOW | 1800 | ||
| CRIMEA | 1900 | ESTONIA | 2000 | HUNGARY | 2100 | ||
| LITHUANIA | 2200 | LIVONIA | 2300 | POLAND | 2400 | ||
| RUSSIA | 2500 | SLOVAKIA | 2600 | RUTHENIA | 2700 | ||
| SIEBENBURGEN | 2800 | UKRAINE | 2900 | GERMANY | 3000 | ||
| NORTH_GERMAN_FEDERATION | 3100 | SOUTH_GERMAN_FEDERATION | 3200 | BADEN | 3300 | ||
| BAVARIA | 3400 | BRAUNSCHWEIG | 3500 | BREMEN | 3600 | ||
| FRANKFURT_AM_MAIN | 3700 | HAMBURG | 3800 | HANOVER | 3900 | ||
| HESSE_DARMSTADT | 4000 | HESSE_KASSEL | 4100 | HOLSTEIN | 4200 | ||
| LUBECK | 4300 | LUXEMBURG | 4400 | OLDENBURG | 4500 | ||
| PRUSSIA | 4600 | SAXONY | 4700 | SCHLESWIG | 4800 | ||
| WURTTEMBERG | 4900 | COBURG_GOTHA | 5000 | LIPPE_DETMOLD | 5100 | ||
| MECKLENBURG | 5200 | ITALY | 5300 | LOMBARDIA | 5400 | ||
| PARMA | 5500 | MODENA | 5600 | PAPAL_STATES | 5700 | ||
| SARDINIA_PIEMONT | 5800 | SICILIES | 5900 | TUSCANY | 6000 | ||
| VENICE | 6100 | DENMARK | 6200 | FINLAND | 6300 | ||
| NORWAY | 6400 | SCANDINAVIA | 6500 | SWEDEN | 6600 | ||
| BELGIUM | 6700 | CATALONIA | 6800 | UNITED_KINGDOM | 6900 | ||
| FLANDERS | 7000 | WALLONIA | 7100 | FRANCE | 7200 | ||
| IRELAND | 7300 | NETHERLANDS | 7400 | PORTUGAL | 7500 | ||
| SCOTLAND | 7600 | SPAIN | 7700 | PERSIA | 7800 | ||
| NEJD | 7900 | AFGHANISTAN | 8000 | EGYPT | 8100 | ||
| KHIVA | 8200 | BUKKHARA | 8300 | KOKAND | 8400 | ||
| OMAN | 8500 | ADEN | 8600 | ABU_DHABI | 8700 | ||
| TRAVANCORE | 8800 | MYSORE | 8900 | HYDERABAD | 9000 | ||
| NAGPUR | 9100 | BASTAR | 9200 | ORISSA | 9300 | ||
| BUNDELKHAND | 9400 | AWADH | 9500 | GWAILOR | 9600 | ||
| BHOPAL | 9700 | INDORE | 9800 | JAIPUR | 9900 | ||
| MEWAR | 10000 | JODHPUR | 10100 | BERODA | 10200 | ||
| KUTCH | 10300 | SIND | 10400 | MAKRAN | 10500 | ||
| KALAT | 10600 | JAISALMER | 10700 | BIKANER | 10800 | ||
| PANJAB | 10900 | SEMLA | 11000 | LADAKH | 11100 | ||
| KASHMIR | 11200 | NEPAL | 11300 | SIKKIM | 11400 | ||
| BHUTAN | 11500 | ETHIOPIA | 11600 | LIBERIA | 11700 | ||
| ALDJAZAIR | 11800 | MOROCCO | 11900 | TRIPOLI | 12000 | ||
| SOKOTO | 12100 | ZULU | 12200 | SOUTH_AFRICA | 12300 | ||
| HOWA | 12400 | CHINA | 12500 | JAPAN | 12600 | ||
| KOREA | 12700 | TIBET | 12800 | SIAM | 12900 | ||
| ANNAM | 13000 | CAMBODIA | 13100 | BURMA | 13200 | ||
| DAI_VIET | 13300 | BRUNEI | 13400 | BALI | 13500 | ||
| MALACCA | 13600 | JAVA | 13700 | AUSTRALIA | 13800 | ||
| NEW_ZEALAND | 13900 | HAWAII | 14000 | USA | 14100 | ||
| CSA | 14200 | CANADA | 14300 | TEXAS | 14400 | ||
| CALIFORNIAN_REPUBLIC | 14500 | COLUMBIA | 14600 | NEW_ENGLAND | 14700 | ||
| MEXICO | 14800 | CUBA | 14900 | DOMINICAN_REPUBLIC | 15000 | ||
| HAITI | 15100 | UNITED_STATES_OF_CENTRAL_AMERICA | 15200 | PANAMA | 15300 | ||
| HONDURAS | 15400 | EL_SALVADOR | 15500 | GUATEMALA | 15600 | ||
| NICARAGUA | 15700 | COSTA_RICA | 15800 | DESERET | 15900 | ||
| QUEBEC | 16000 | METIS_CONFEDERACY | 16100 | VENEZUELA | 16200 | ||
| BRAZIL | 16300 | URUGUAY | 16400 | PARAGUAY | 16500 | ||
| ARGENTINA | 16600 | CHILE | 16700 | PERU | 16800 | ||
| BOLIVIA | 16900 | COLOMBIA | 17000 | ATJEH | 17100 | ||
| HEDJAZ | 17200 | ECUADOR | 17300 | TUNIS | 17400 | ||
| NATAL | 17500 | ORANJE | 17600 | TRANSVAAL | 17700 | ||
| LUANG_PRABANG | 17800 | VIENTIANE | 17900 | NEWFOUNDLAND | 18000 | ||
| ZANZIBAR | 18100 | NASSAU | 18200 | ANHALT | 18300 | ||
| WEIMAR_EISENACH | 18400 | MEINEGEN | 18500 | MANHATTAN | 18600 | ||
| CRETE | 18700 | IONIAN_ISLANDS | 18800 | TRIEST | 18900 | ||
| ARMENIA | 19000 | GEORGIA | 19100 | CHEROKEE | 19200 | ||
| MUGHALISTAN | 19300 | LUCCA | 19400 |

