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 4
-
Новости118
-
Мнения8
-
Юмор1
-
Файлы23
-
Читы16
-
Гайды1
-
Форумы66
-
Cкриншоты176
-
Галерея309
-
Игроки
Программка предназначена для редактирования сохранений.

как пользоваться , что делать… зачем об этом писать ? мы же все программисты и так знаем …
- пожаловаться
- скопировать ссылку
Алим Губачиков Найдено решение! 1)сначала надо чтобы была установлена -Java- 32-bit или 64-bit в зависимости от компа. 2)если 32-bit то щелкаешь на scen-ed появиться окошко «Choose game» в «Game folder» указываешь папку с игрой ну а в «Saved Game» думаю объяснять не надо =) и OK. 3)Если 64-bit то щелкаешь на scen-ed правой кнопкой мыши и нажимаешь «Изменить» полностью всё стираешь и вставь это @setlocal @if exist %SystemRoot%SysWOW64java.exe. ( @echo 64-bit detected @set JavaCommand=%SystemRoot%SysWOW64java.exe ) else ( @set JavaCommand=java ) %JavaCommand% -Xmx512m -jar EU3_Scenario_Editor.jar pause И дальше как и во втором пункте.
- пожаловаться
- скопировать ссылку
Обновлено: 09.02.2023
A save game editor for the paradox video game Europa Universalis 4 Warning: a recent patch has made some features out of date.
On starting the application, you will be asked to select a file. Choose any EU4 save file (.eu4 file) you wish to edit. Two sample save files are included. After selecting your file, the main application will open. Choose any of the following features to edit your save. Be sure to write to disk when your changes have been made!
Aggressive Expansion Removes opinion penalty associated with from a nation (specified via tag) to all other nations.
Tech Level Edits the military, diplomatic, and administrative technology levels of a country (specified via tag), and updates associated quantities appropriately (e.g. adjusts available ships to be in line with tech level)
Monarch abilities Allows the editing of rulers and heirs for a country (specified via tag). Brings up a list (in reverse chronological order) of all the rulers and heirs a country has had — double click to edit a given ruler or heir.
Country Resources Allows the editing of national-level resources and attributes of a given country (specified via tag), such as money, manpower, or culture.
Provinces Allows the editing of individual or batches of provinces. The user can select provinces based on simple criteria, and edit province ower, culture, religion, tax value, etc.
Crusader Kings 2 «Преобразователь кодировки для переноса сохранения в Europa Universalis IV [2.8.x]»
Эта утилита позволяет автоматически преобразовать оригинальную кодировку мода (сохранения переноса) игры Crusader Kings 2 в умляутную, которая используется в самом популярном лайт-русификаторе для Europa Univerasalis IV, а также исправляет нестыковки в названиях, чтобы убрать лишние символы.
Создатель: e479
Инструкция:
1. Сделайте экспорт из меню Crusader Kings 2, чтобы автоматически получить мод из вашего сохранения
2. Когда встроенный игровой конвертер сделает своё дело, вы получите файлы мода (чаще всего в папке «%userprofile%DocumentsParadox InteractiveCrusader Kings IIeu4_exportmod»)
3. Теперь запустите программу и выберите своё сохранение (мод) в списке и нажмите кнопку «Преобразовать»
4. Когда процесс будет завершен, вы можете запускать Europa Universalis IV в модом локализации лайт от группы ГЕКС и своим преобразованным модом переноса из Crusader Kings II.
Как редактировать сохранения europa universalis 4
20 дек. 2016 в 23:19
Is there a way to edit Ironman saves? Or mods to control subject capitals?
I am going to burst an artery at some point simply because the colonial capital madness is going to kill me. I am tired of getting ridiculous, nonsensical colonial capitals, and I just want to fix this stupidity for good. So I am begging everyone who reads this to please tell me if there is any way to edit an Ironman Save just so I can change the colonial capitals, or if there are ironman compatible mods that can let me change the colonial capitals. If none exist, then I would like to ask if someone knows how to make an Ironman save non Ironman so I can just make the edits myself via console command.
As crazy obsessive as this might seem, the fact is that this silliness is making it difficult to enjoy this game that I really do love playing, and I just want to be able to play this without tearing my hair out.
21 дек. 2016 в 0:31
ehmm no.
Ironman games are encoded for a reason. This is to PREVENT tampering.
21 дек. 2016 в 3:58
ehmm no.
Ironman games are encoded for a reason. This is to PREVENT tampering.
You CAN bypass the code but you will definitely need to download from an outside source
You may want to change your computer into a proxy IP to safeguard from hacks
Oh and don’t link steam to your EU4 account, it WILL get VAC banned
21 дек. 2016 в 6:18
Seriously? Ugh, of course. Sigh. All I want is to change a couple of colonial capitals. So, just log out of my Paradox Account when the game starts to prevent that ban? Any relatively trustworthy software to use? And could you please maybe elaborate on the bit about hacks and proxy IPs?
21 дек. 2016 в 7:36
You only need an archiv manipulation software (like 7zip) and a Hexeditor.
Open your save file with 7zip and edit the meta file. There should be your country tag somewhere (e.g. FRA if you’re playing as france). Change that to your colony nations tag (they’re named C00 to C99, depending when they’re formed). If you’re done doing that start your game, load the save and change your capital. After doing that edit your save again to change your tag back to your original one.
This method won’t prevent achievments, did that myself to prevent colonial nations to colonize outside their colonial area (I wanted clean borders). Don’t use it for cheating though, would take away all the fun.
Also save editing won’t get you VAC banned (if you want to make sure just close steam while editing your save). EU4 doesn’t even has VAC enabled.
Btw, if it isn’t ok that I post this here, just delete this post 
21 дек. 2016 в 8:03
21 дек. 2016 в 8:04
Thank you for the reply. I hope you’re right about VAC not being an issue for EUIV. I mean, it’s not as though I’d use this in multiplayer, and all I’m doing is adjusting something that’s more or cosmetic. Thankfully I’ve finally fixed the capitals! Had to do it twice for Canada though, since for some reason they really liked Halifax more than Quebec. Oh well, problem finally solved, now I don’t have to worry about bursting an artery.
21 дек. 2016 в 8:09
18 ноя. 2020 в 0:43
You only need an archiv manipulation software (like 7zip) and a Hexeditor.
Open your save file with 7zip and edit the meta file. There should be your country tag somewhere (e.g. FRA if you’re playing as france). Change that to your colony nations tag (they’re named C00 to C99, depending when they’re formed). If you’re done doing that start your game, load the save and change your capital. After doing that edit your save again to change your tag back to your original one.
This method won’t prevent achievments, did that myself to prevent colonial nations to colonize outside their colonial area (I wanted clean borders). Don’t use it for cheating though, would take away all the fun.
Also save editing won’t get you VAC banned (if you want to make sure just close steam while editing your save). EU4 doesn’t even has VAC enabled.
Btw, if it isn’t ok that I post this here, just delete this post 
hey man so did u actually use 7zip for it?
i just wanna change the ironman on to off and then the inverse on a save
Europa Universalis 3: Редактор сохранений [4.051]
Требуется установка:
Windows Installer 3.1
Net Framework 4.0
Java
жму savefile (. название .eu3) и ошибка необрабатываемое исключение в приложении,че делать?
AHTOHMAYZER Он именно для Europa Universalis 3. На Divine Wind он не работает (по крайней мере у меня) На Heir to the throne тоже должен работать
УРА!ТО ЧТО Я ЖДАЛ!
Инструкцию то написать нельзя было? Как его включить то?
STRENG Да установи ты его , потом сам узнаешь
Разобрался. Но не работает на БВ, как и говорили.
А что делать если ошибку выдает? «Необрабатываемое исключение в приложении.
Что делать если ошибку выдает?
это всё можно в ручную в корневой папке игры поменять через текстовый документ. лично мне удобнее самому всё делать)
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Europa Universalis IV Saved Game
| Developer | Paradox Interactive |
| Popularity |
2.0 | 2 Votes |
| Category | Game Files |
| Format | Text |
What is a EU4 file?
An EU4 file is a saved game created by Europa Universalis IV. It contains plain text data used to specify the saved game’s state, as well as the date at which the game was saved. Some EU4 files are Zip-compressed to decrease their file size.
More Information
Europa Universalis IV is a strategy game in which players control a nation-state and attempt to conquer the world. The game is available for Windows, macOS, and Linux.
When a player saves their game in Europa Univeralis IV, that game’s current state is recorded in an EU4 file. Each EU4 file details the date at which the game was saved, the saved game’s name, the player’s country, the game version, DLCs, and mods used in the game, statistics about the game, and every other piece of data needed to resume the game at a later time.
Because they contain so much data, EU4 files’ contents can be quite long, and the files’ size can be quite large. To reduce EU4 files’ size, Europa Universalis IV often compresses them. Autosaves and quick saves are never compressed.
Where Europa Universalis IV EU4 files are stored
Europa Univeralis IV stores its EU4 files in the following locations:
- Windows: C:/Users/YourUserName/Documents/Paradox Interactive/Europa Universalis IV/save games
- Mac: ~/Documents/Paradox Interactive/Europa Universalis IV/save games
- Linux: ~/.local/share/Paradox Interactive/Europa Universalis IV/save games
How to open a EU4 file
To open an EU4 file in Europa Universalis IV, place the file in the ~/Paradox Interactive/Europa Universalis IV/save games folder. You can then select the saved game your EU4 file contains in-game.
If you want to edit the text an EU4 file contains, you can open it in Microsoft Notepad, Apple TextEdit, or any other text editor. Note that, because EU4 files are typically quite large, the file may take several minutes to load. If your EU4 file is compressed, you must first change its extension to .ZIP and decompress it, before you can edit the data it contains.
Open over 400 file formats with File Viewer Plus.Free Download
Programs that open EU4 files
Verified by FileInfo.com
The FileInfo.com team has independently researched the Europa Universalis IV Saved Game file format and Mac, Windows, and Linux apps listed on this page. Our goal is 100% accuracy and we only publish information about file types that we have verified.
If you would like to suggest any additions or updates to this page, please let us know.
Europa Universalis IV Saved Game
| Developer | Paradox Interactive |
| Popularity |
2.0 | 2 Votes |
| Category | Game Files |
| Format | Text |
What is a EU4 file?
An EU4 file is a saved game created by Europa Universalis IV. It contains plain text data used to specify the saved game’s state, as well as the date at which the game was saved. Some EU4 files are Zip-compressed to decrease their file size.
More Information
Europa Universalis IV is a strategy game in which players control a nation-state and attempt to conquer the world. The game is available for Windows, macOS, and Linux.
When a player saves their game in Europa Univeralis IV, that game’s current state is recorded in an EU4 file. Each EU4 file details the date at which the game was saved, the saved game’s name, the player’s country, the game version, DLCs, and mods used in the game, statistics about the game, and every other piece of data needed to resume the game at a later time.
Because they contain so much data, EU4 files’ contents can be quite long, and the files’ size can be quite large. To reduce EU4 files’ size, Europa Universalis IV often compresses them. Autosaves and quick saves are never compressed.
Where Europa Universalis IV EU4 files are stored
Europa Univeralis IV stores its EU4 files in the following locations:
- Windows: C:/Users/YourUserName/Documents/Paradox Interactive/Europa Universalis IV/save games
- Mac: ~/Documents/Paradox Interactive/Europa Universalis IV/save games
- Linux: ~/.local/share/Paradox Interactive/Europa Universalis IV/save games
How to open a EU4 file
To open an EU4 file in Europa Universalis IV, place the file in the ~/Paradox Interactive/Europa Universalis IV/save games folder. You can then select the saved game your EU4 file contains in-game.
If you want to edit the text an EU4 file contains, you can open it in Microsoft Notepad, Apple TextEdit, or any other text editor. Note that, because EU4 files are typically quite large, the file may take several minutes to load. If your EU4 file is compressed, you must first change its extension to .ZIP and decompress it, before you can edit the data it contains.
Open over 400 file formats with File Viewer Plus.Free Download
Programs that open EU4 files
Verified by FileInfo.com
The FileInfo.com team has independently researched the Europa Universalis IV Saved Game file format and Mac, Windows, and Linux apps listed on this page. Our goal is 100% accuracy and we only publish information about file types that we have verified.
If you would like to suggest any additions or updates to this page, please let us know.








![Europa Universalis 4: Трейнер/Trainer (+25) [1.27.0.0] <MrAntiFun></p>
<p>](https://i.playground.ru/e/GYxdAHYeWwUUiTKtso8zOA.jpg)





