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King of Men

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OK, I've gone some time without updating this, so I thought I should let you know where things stand. In my current version, which exists only on my computer so don't rush to download yet, I added the rest of the world (which actually turned out to be a little trickier than I thought at first, but I fixed it), I fixed the religious tolerances, and I'm working on the technologies. This last is a little complicated, but I expect to finish it within a few days. Then we'll have a version that implements all the major points required, and can start in on fine-tuning features, arguing about the softcoded stuff, and of course bug-testing.

Now, about bug-testing : Several people have posted that "the program crashes". Now, let me be clear : I would absolutely love to fix your bug. It's only 3200 lines of code, it's a labour of love, and I take pride in my work; I really will do my utmost to track down the bug and kill it. Unlike Johan, I don't have any other projects taking up my coding time, and no economic incentives to work on anything else. But I cannot work on so little information! Please, if you do get a crash, post

a) The exact text output. Copy and paste.
b) The savegame that gives you trouble. If you can't post it, PM me and I'll send you an email address you can send it to.

With these two things, I can track down the bug, I promise. Finding bugs in a mere few thousand lines of code is really quite easy. But I do need this much information.
 

EarendilHE

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cant dl the needed files, kom :(

edit: wasnt permanent :)
 

King of Men

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That's odd, it works ok for me. Are you using the links on the middle of page 5? It's possible I forgot to delete some older, nonworking ones. What error message do you get - just "File not found"?

Edit : Ack, don't do that. :) Anyway, be sure to use the links I mentioned, or you may get older versions with boring old bugs, as opposed to the exciting new bugs in my new version! I'll probably post an updated version later today.
 

SecondReich

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I read over the rest of the thread, and I didn't seem to get a definitive answer, so...

How are you going to manage duchies and counties when you convert as a kingdom? In the original convertor, about half your duchies became your vassal in the conversion, instead of just being converted as your territory.

How is this going to work in your version?
 

King of Men

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Basically, your vassals in CK become vassals in EU if there is an EU tag for them. Otherwise they are absorbed into your kingdom. However, there are a bunch of modifiers to this. The major one is intended to avoid one-province vassals that should really be quite powerful, and goes as follows. If duchy A is part of kingdom X, and its historical EU country Y was formed from a duchy B that is also vassal to kingdom X, then duchy A is absorbed into Y.

Or, to get a bit more concrete, suppose you are playing Norway and have conquered Sweden, taking its crown for yourself. The converter will still try to make an EU tag SWE; it will first look for the CK tag SWED, and find nothing since SWED is a secondary title of NORW. Next it looks for the duchy of Bergslagen, which it finds; this gets converted into Sweden, a vassal of Norway.

Now, Sweden will be a one-province minor, unless Bergslagen is very powerful indeed. Therefore, the duchy of Norrland, even though it is a part of Norway, will be assigned to Sweden (its historical nation) in EU2. So instead of Norway being a huge nation covering all of Scandinavia, with Svealand as a vassal-state Sweden, you get approximately historical Norway and Sweden (except for the actual demesne of Norway's king, this always goes into Norway), with Sweden a vassal.

This is intended to represent things like the Union of Kalmar; I assume that all multiple titles will really be this kind of loose union. However, I understand that not everyone will like this behaviour, so you can turn it off with a parameter in misc.txt.

I am having some trouble with divisions by zero where there should be none, and my brain is too mushy to debug it now, so no new version today, sorry. :(
 

SecondReich

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So...even if you conquer the whole map most of your territory is gonna come out as a vassal. Hmmm...but you said there was an option to turn this off?

I kind of preferred the theoretical way it supposedly worked in the original convertor. The most powerful duchies were granted independence, but 80% of your vassals and their territory became your territory.

The way you described would really seem to put a damper on territorial expansion.

In other words, it doesn't seem realistic to me that you should have no vassals upon converting, but that mode seems way extreme.

I dunno if it is at all workable, but maybe you could get an option in the softcoding where you can either choose: 1. Your idea or 2. No vassals upon conversion or 3. X% of Vassals freed upon conversion.

So, if I chose 15%, the strongest 15% of my vassals would be free upon conversion.
 
Last edited:

EarendilHE

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Is the version with bases taxes of 1 the current one? And will we use your converter or the official for our MTT game? I would like more the official...why did i conquered persia otherwise? Vassals in Eu2 are much less secure than in ck.
You should do something about known provinces.i vassalized persia, but dont see it. Hows that? ;)
 

King of Men

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Known provinces, yep, working on it.

Vassals - I do believe I and Johan have followed the same approach, namely, anything with an EU tag assigned to it, which isn't actually part of a demesne, is freed as a vassal. Neither he nor I have any percentages. I just make the vassals freed in this way more powerful. You can diplo-annex them forty years in, anyway. If you turn off the powerful-vassals option, you shuld get pretty much what the builtin converter gives you as far as land assignments go.

I do think that when Hungary conquers Persia, it's highly realistic to have it as vassal states and not incorporated directly. This isn't HoI - your control over a land that distant is always going to be tenuous. In fact, Norway's control of Sweden is tenuous!

Edit : Oops, forgot to answer this - yes, base tax 1 in the current version.
 

King of Men

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SecondReich said:
Okay, so just turn off the powerful vassals and you get what the Built in Converter gives you...good.

This converter is going to be so sweet when it is finished.

King of Men for President!

Thank you, thank you, I'll be in town 'till Friday... Anyway, I'm not a citizen, so unless the Gubernator gets the law changed, I'm not eligible.

Now, I wouldn't claim that you will get exactly what the builtin will give you, because I don't know how Johan selects the vassal that becomes Sweden if the crown doesn't exist. (Actually, maybe he just ignores Sweden entirely in this case?) But it should be fairly similar, with a bunch of one-province minors as vassals.

You should note that this means nations like Norway or England, which don't have a lot of tags in their general area (so they don't get a bunch of vassals), are more united than, say, France. Which is somewhat accurate historically, I suppose, but may not be completely ideal for gameplay. A matter of taste, maybe.
 

King of Men

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Right then, I found my div-by-zero, so you now get techs. Let me explain my tech algorithm. The EU technology of a country is decided by the technologies and buildings in its provinces. In the file infraLevels.txt each building is assigned a field, either military, naval, infra, or trade; and a points value. techLevels.txt shows the same for advances. Then, in each field, each province has a technology percentage equal to the points it gets from its buildings and techs, divided by the maximum it could have in that field. (This is obviously a number between zero and one.) It is then given this percentage, times the maximum tech in that field (which is softcoded in misc.txt) as its EU tech.

Let me give an example. Suppose for simplicity that Norway consists only of the province Skåne. Further suppose that techLevels.txt looks like this :

chickens infra 1
goats infra 2
pigs infra 3
sheep infra 4
cows infra 5

with no other entries. Finally suppose that Skåne has the advances chickens, goats, and pigs. Then it gets 1+2+3=6 infra points, out of a maximum 15 possible. Its infra percentage is therefore 40%. Now, let's say I've softcoded the maximum infra tech level to be 2.3. 40% of 2.3 is 0.92, so Norway gets an infra level of zero, but its infra investment is set to 92% of the amount required for level 1. (This assumes that I've done the tech-cost calculation correctly, of course.) If Skåna also knew about sheep, the infra percentage would rise to 66, Norway's infra tech level would be set to 1, and it would be given 52% of the investment required to get to level 2.



Ack! I was going to upload this, but my host is down! Grrrr. :mad: I'll try again later on.
 

King of Men

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Updateified! For you convenience, here are the links again. Please try this out on a couple of games, and report any bugs, weirdnesses, or other issues. Or, you know, just post glowing reports about how perfect it is, if such should be the case. If you do post a bug, please give the full text of any error message, and post the savegame.

Source code

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Jun 28, 2005
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Is this version playable, or do you know of any show stopping bugs? Also, are AIs assigned yet, and only to the historical nation that had them, or are there any other criteria?
 

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Oh yes, it's been playable since 0.4 or so. AIs are assigned in the sense that the mechanism exists : If you look at aiList.txt, you will observe that a good five or six nations get unique AIs. The rest get trader.ai. As I said, I wanted to get the codebase completed before I started on the softcoded stuff. If you'd like to figure out what nations should have which AIs, please feel free. :)
 
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I meant playable in that things like the ROTW was included, in which case it wasn't playable until just recently :p

But I would say (as I do for everything) that particular AIs should be given their AIs due to in-game actions that occured. If Castile and Portugal do not appear, other nations should get their AI (and if possible, events for explorers, but that might be more difficult). Likewise if someone else seems to be very similar to Castile or Portugal. See, my main concern is that I am worried that colonization will not occur. I would say it should depend on the individual nation, how many provinces that nation has (So they could be more land than naval, say), what techs they perhaps have, what buildings they have, etc.

I could think of a rough list of what nations could get what AIs, but a game of CK can go completely crazy, so I'd have to support making it occur so that anyone can get these things.
 

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Ah. Well, the ROTW is now included, yes. :)

As for AIs, there is a problem. Suppose I say "well, anything that is highly naval and small should get Portugal's AI". Then Denmark, say, might get that AI, which is ok as far as colonisation goes, but completely wrong for which nations will be considered enemies. You'd get Denmark trying to keep Spain out of South America, while ignoring Sweden dominating the Baltic!

OK, so then you're going to have to look at where the nation is located, and also at what other nations occupy the areas nearby, and generating AI files on the fly. This is getting on for seriously difficult coding.

I'm afraid that softcoding is the best I can do for any kind of reasonable timeframe. Then if, in your game, Denmark happens to have conquered the Iberian peninsula and lost its Scandinavian lands, well, by all means change the softcoding.