• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Darkrenown

Star marshal
141 Badges
Jan 8, 2002
24.837
17.048
no
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sunset Invasion
  • Ancient Space
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • A Game of Dwarves
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • East India Company
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
Hello and welcome back to this second part about the Converter update which will be released tomorrow.

As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.

Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = {

start = {

hostile_attrition = 1

merchants = 1

}

bonus = { war_exhaustion_cost = -0.10 }

trigger = {

capital_scope = {

continent = europe

}

OR = {

government = tribal_despotism

government = tribal_kingdom

government = tribal_federation

government = tribal_democracy

}

}

free = yes


deep_roots = {

defensiveness = 0.1

}

warriors_grit = {

shock_damage_received = -0.1

}

ruthless_raiders = {

leader_land_shock = 1

loot_amount = 0.10

}

ancestral_pride = {

war_exhaustion_cost = -0.10

}

arctolatry = {

infantry_power = 0.1

}

side_by_side = {

land_morale = 0.1

}

hero_of_the_legends = {

free_leader_pool = 1

}

}

Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.
new converter religions.png


That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions.

Patch notes
Unit types are now based on capital region instead of tech. group
Display "CONVERTING" while converting
Doesn't add Aztecs if Aztec Invasion game rule is set to off
Addes female monarch names for converter countries
Added descs for the Manichean and Mazdaki religions
Added the suggested missing titles
Added some more country mappings.
Added some regions to the unit type conversion table.
Government ranks are now affected by imperial administration laws
Added normal_or_historical_nations flag set to no in the mod file
Updated the sunset invasion scenario.
EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces)
All cores from unused nations are now properly removed
Removed unused files
Fixed issue with duplicate Saxon cultures
Alan is now in the correct culture group
Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread)
Fixed minor issues with religions
Fixed some errors in coverter province table.
High americans now have their own units
Rome now becomes the capital when converting the Roman Empire
Added European Tribal national ideas.
Gave Mongol empire less crazy province setup
Added some high american missions
Removed some duplicate strings.
United HRE can now be created with Conclave enabled
Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back.
Added Rebel Entries (and flags) for All Heresies
Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible.
All Converter Religions and Heresies will now have a syncretic faith bonus.
Added institution spread criteria specific to converter games.
Added starting spread of feudalism criteria specific to converter games.
Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4.
Immortal trait now converted to Immortal ruler personality
Muslims now get Vassals instead of only Personal Unions
Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date
Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders.
Dynamic fort placement in CK2->EU4 converted games.
Moved culture graphics conversion to culture_gfx_table.csv from the code.
Fixed some religion conversion issues in the EU4 converter
The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled.
Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger.
Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it.
CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.

As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.

That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive
 
  • 102
  • 25
  • 1
Reactions:
  • 21
  • 7
Reactions:
Are they accessible via Nation Designer?

No, just as before they're only in converted games just as they always have been. What has changed is that religion mechanic events will now work for them (as they don't check for religions specifically but for their mechanics now).
 
  • 23
  • 4
  • 2
Reactions:
Do you know if any of these converter religions were the majority in any EU4 provinces?

No they weren't as far as I know. That's why adding them isn't a very high priority :)
If we do add religions to the base game we want do it as well as possible.
 
  • 13
  • 3
Reactions:
All of this sounds great. Looking forward to a new game soon. :)

Any word on what next week's diary topic will be, assuming the diaries aren't going on hiatus for a bit?

There will be continuing DDs, but I am not entirely certain what next week's will contain.
 
  • 11
Reactions:
Could you clarify what the idea of unique or non-generic ideas will be? For some reason I'm thinking every nation gets its own idea set generated but it keeps looking like I may be wrong. I am super excited to try this out if is the case but I'm really worriedly are not the case

@Servancour might be the best to answer this when he can.
 
  • 6
  • 1
Reactions:
Now I'm really worried >_< I just remembered how there's a generic idea set or something and how you guys said almost no nations don't have generic ideas anymore D:

I just don't know personally, I was making immortal events while everyone else worked on converter stuff. About all I made was High American units :)
 
  • 10
Reactions:
Could you clarify what the idea of unique or non-generic ideas will be? For some reason I'm thinking every nation gets its own idea set generated but it keeps looking like I may be wrong. I am super excited to try this out if is the case but I'm really worriedly are not the case

Generally, the idea is the following:
If you qualify for a set of special ideas, like Byzantine ideas, you will always get those. Cause those are usually fun to get.
Most EU4 ideas are no longer set to a specific tag. Instead, it will trigger according to your culture instead. So if you play as a Sunni Spain, you won't get Spanish ideas, yet if you are a big enough England with English culture, you'll get English ideas. We also disabled a set of several very specific ideas in the converter, like Burgundian ideas for example.
Everyone else will more or less get randomized ideas. The existing ideas are all weighted, so the ideas you'll get will depend on the nation itself. You won't be getting any naval ideas if you don't have any ports for example.

I hope that answers your question. :)
 
  • 13
  • 1
Reactions:
Zunism is already a religion in EU4 (for converted saves) but use the Inti symbol (the smiling sun) in my memory. Though it's not an heresy, perhaps Paradox add an unique symbol for them.
We did, the sun symbol represents Reformed Zunism. :)

It's been mentioned a few times already, but what about culture splitting like with German and Italian cultures?
We didn't do anything for this update regarding this specific issue, as it's very subjective and not very straightforward. Ideally we want to make a system that dynamically breaks up monolithic cultures in a way that makes sense for your game, and not break it up 'just because'. This is something we might look into in the future.

Could you clarify what the idea of unique or non-generic ideas will be? For some reason I'm thinking every nation gets its own idea set generated but it keeps looking like I may be wrong. I am super excited to try this out if is the case but I'm really worriedly are not the case
Most nations will get generated ideas, though it's still possible to get powerful idea sets (like French) if you fulfill some rather high requirements. If a nation is listed as having 'National Ideas' when you're picking a nation, new ones will be generated as you enter the game (the ideas need to check your gamestate before they can be generated).
 
  • 13
  • 3
Reactions:
I see that the HRE gets the ruler's religion. Does this religion have to be Christian? And can the HRE spawn with land outside Europe?
If it's not Catholic the HRE will spawn with the 'peace of westphalia' modifier, allowing any religion to 'belong' in the empire. :)

In the case of a large, united Mongol Empire, can some of the CK2 non-nomad (and maybe even nomad) vassals be converted as dormant tags waiting to be released? Because a monster ME would be nigh-impossible to stop in EU4 with all of the development it will have even without moving beyond historical pre-split borders.
I'm not sure if we covered this already, but all direct vassals will preserve their cores on conversion. They are there so that it's possible to hurt large empires more efficiently (force them to release cores, create vassals, nationalist rebels, etc). They adapt to the culture of their provinces, so that they can always spawn.

I remember there were a couple of EU4 tags with CK2 equivalents that aren't paired up in the converter files (Ethiopia/Abyssinia and Switzerland come to mind) in the past, has there been any changes on that front?
Loads of them, I think all tags that make sense are mapped now.

Looking great. But have you addressed how Council empowerment took the place of Crown Authority, which causes most realms to break up into vassals upon conversion?
There is a misconception that there was an issue here, it's just that with Conclave you got more vassals by design. With the mentioned Direct Vassal Cores we thought this was no longer necessary though, so after this patch you'll get way fewer vassals than you used to. 3 at most, 0 at the least.
 
  • 10
  • 4
  • 1
Reactions:
3 at most? 3 is nothing! At the very least (if not absolute) you should get your powerful vassals as vassals. At worst a full breakup like the HRE.
There's no good way of giving a nation more than 3 vassals in EU4, each vassal takes up a diplomatic slot, and starting a nation off with more diplo slots than they have would just make the game boring. In any case, it's super easy to mod if you want to increase the number of vassals for your game.

What about nomads? Will they convert to a huge monocultural monoreligious blob covering half of the largest continent on earth?
Only if they're a massive monocultural/monoreligious blob in CK2. Hordes aren't as powerful in EU4 as in CK2 (especially as time passes), when we experimented with giving them lots of vassals they immediately imploded without a chance of recovery. With the added direct vassal cores they still have a fairly big chance of breaking up, though it's not as deterministic.

In any case, we had some ideas on having options to break up massive nations/cultures/etc, but we're saving that for the future.
 
  • 16
  • 5
Reactions:
In the opening post, you stated that Rome will be the Capital of a Converted Rome.

Is that definitive? Will I have to edit the converted game in order to relocate my capital from Roma and back to Constaninople where it belongs?
This is another case of a poorly written patch note - the note in fact refers to a bug where a converted Roman Empire wouldn't get Rome as their capital, if it WAS their capital in CK2. It will not relocate your capital to Rome if it set to be anywhere else. :)
 
  • 15
  • 3
Reactions:
Note: All nations who get custom generated ideas will display as having 'National Ideas' when picking nation. This is because the ideas are generated as the game loads into action. :)
 
  • 6
  • 2
Reactions: