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Khanousch

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PanzerLeader said:
I read that you can convert Crusader Kings games to EU II just like EU II to Victoria. But how? I can't find a utility anywhere or a thread on the subject. Please help.

It's included with the Crusader Kings program. Under the menu options. Unfortunatly it requires quite a bit of editing after words (no ai, double capitals, ect...)
 

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I started CK to EU2 conversion this week.


Under your Ck game instead of saving as normal click "menu" then "export".

Give it an easy to find name then export that into the savegame folder on EU2.


You are mentioning issues with this utility, I havent seen any yet though. What should I look out for?
 

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Duke of Wellington said:
Apparently the ai files for the nations are all messed up e.g. the Ottomans instead of having their normal file have a default one.


What sort of effect on gmaeplay does this have? ( I am new to these games )

Thanks
 

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Poggy said:
What sort of effect on gmaeplay does this have? ( I am new to these games )

Thanks
The ai files determine everything from how aggressive a nation is to whether it colonises and who/where to conquer. Major nations like Spain or the OE have specific files E.g. OE is very aggressive, colonises East Africa and tries to conquer Hungary, Ak Koyunlu, Mamluks etc. Small nations like the ones in Germany tend to have a default ai which is not very aggressive does not colonise etc. Tothe best of my knowledge the converter sets this as the ai file for all nations making for a quiet and not very challenging or fun game.
 

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Duke of Wellington said:
The ai files determine everything from how aggressive a nation is to whether it colonises and who/where to conquer. Major nations like Spain or the OE have specific files E.g. OE is very aggressive, colonises East Africa and tries to conquer Hungary, Ak Koyunlu, Mamluks etc. Small nations like the ones in Germany tend to have a default ai which is not very aggressive does not colonise etc. Tothe best of my knowledge the converter sets this as the ai file for all nations making for a quiet and not very challenging or fun game.


Ok thanks both for your response.

So far there have been many wars between the smaller nations so hopefully I will still have an action packed game. the Ottoman empire doesnt currently exist.
 

unmerged(25326)

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I also had a serious problem with the translation.

after playing an entire 1066-end game with Croatia in CK
I exported it. I was surprised to find NO CROATIA in the new EU.

I was part of some Mongol nation - weird.
Boy was I ticked.

I hope with the new EUIII and the new Vicky game there
will be strong conversion tools provided!

(soo excited to be able to go from 1066-1950's)
 

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Here is an example of what you must add for there to be more realistic ai actions. It must be done manually to the converted file, but it's pretty easy with notepad.

country = {
tag = POR
ai = "portugal.ai"
colonialattempts = 0
colonialnation = yes

treasury = 2000.00
diplomats = 6.00
religion = { type = catholic }
culture = {
type = iberian
type = arabic


In red is the ai path for colonization. Without it the ai will NEVER colonise a province. You can find what the ai file names are in Program Files\Strategy First\Europa Universalis 2\Ai. I also highly recomend writing your own for nonhistorical powers. If you want a nation to have ai but not colonize simply make the "colonialnation = yes" to no
In yellow is the primary cultures of the nation. The first culture in the list will always be the one that new colonies will get (In this case iberian). Sometimes he converter will make the wrong culture first or have one completely different from the core provinces of a nation. This can create big problems with civil wars, taxes ect...
Last but not least your new EU2 game will have NO events so at the end of the file you sould include
include = "db\events.txt"
it should look like this
land = { level = 0 value = 0 }
naval = { level = 0 value = 0 }
}
}


include = "db\events.txt"

Good luck! :D
 
Last edited:

Khanousch

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Chivalry said:
I also had a serious problem with the translation.

after playing an entire 1066-end game with Croatia in CK
I exported it. I was surprised to find NO CROATIA in the new EU.

I was part of some Mongol nation - weird.
Boy was I ticked.

I hope with the new EUIII and the new Vicky game there
will be strong conversion tools provided!

(soo excited to be able to go from 1066-1950's)

I had the same problem as Croatia. To remedy this you should open the scenario file and replace the tag of the Mongol nation, in my case it was Cuman "CUM" and replace it with Croatia's "CRO". I also dream of the day paradox will provide us with good converters. 1066-? is totally possible right now but it takes time and editing of files which can make it a real pain in the arse but tons of fun if you do. I took my Croatia game all the way to 1960 and have also played as different nations in each scenario, the possibilities are truly endless...
 

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Khanousch said:
Here is an example of what you must add for there to be more realistic ai actions. It must be done manually to the converted file, but it's pretty easy with notepad.

country = {
tag = POR
ai = "portugal.ai"
colonialattempts = 0
colonialnation = yes

treasury = 2000.00
diplomats = 6.00
religion = { type = catholic }
culture = {
type = iberian
type = arabic


In red is the ai path for colonization. Without it the ai will NEVER colonise a province. You can find what the ai file names are in Program Files\Strategy First\Europa Universalis 2\Ai. I also highly recomend writing your own for nonhistorical powers. If you want a nation to have ai but not colonize simply make the "colonialnation = yes" to no
In yellow is the primary cultures of the nation. The first culture in the list will always be the one that new colonies will get (In this case iberian). Sometimes he converter will make the wrong culture first or have one completely different from the core provinces of a nation. This can create big problems with civil wars, taxes ect...
Last but not least your new EU2 game will have NO events so at the end of the file you sould include
include = "db\events.txt"
it should look like this
land = { level = 0 value = 0 }
naval = { level = 0 value = 0 }
}
}


include = "db\events.txt"

Good luck! :D



Good advice since I have no colonial rivals and now I know why. I tried this but I get an error on line 8376 which is

ai = "england.ai"

This formerly said

ai = {

Can you tell what I have done wrong? The colonialnation = yes works fine and the events line was already included.
 

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I'm not sure. I took a look at my Croatia game and it looks like this

country = {
tag = ENG
ai = "england.ai"
colonialattempts = 0
colonialnation = yes
treasury = 2000.00
diplomats = 6.00
religion = { type = catholic }
culture = {
type = anglosaxon
type = german

You could send me the file and I could take a look at it though. Always eager to try out a new scenario.
 

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Khanousch said:
I'm not sure. I took a look at my Croatia game and it looks like this

country = {
tag = ENG
ai = "england.ai"
colonialattempts = 0
colonialnation = yes
treasury = 2000.00
diplomats = 6.00
religion = { type = catholic }
culture = {
type = anglosaxon
type = german

You could send me the file and I could take a look at it though. Always eager to try out a new scenario.


Ok my file currently says:

country = {
tag = ENG
ai = {
flags = { }
combat = { }
continent = { }
area = { }
region = { }
war = 10
ferocity = no
base = 0.100
front = 5.000
expansion = 0
tradingpost = 20
neighbour = 50
enemies = -50
traders = 100
monopoly = 25
counterreform = no
garrison = {
fortress = 1.000
strategic = 3.000
size = 1.000
supply = 2.000
war = 5.000
}


all I did was delete the { and insert "england.ai". If you really want I can email it to you? (can you send files via forum messages?)
 

unmerged(20077)

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King of Men has done the Superior Converter (check over on the CK forums for how to use it and what it does) or there's the in-game one, as already described. The in-game converter will make things weird... you may well get things like no capital, Granada being renamed the Seljuks and so on. The worst part is that every AI nation uses default AI, so nobody will colonise. To get around this, I wrote some events that change people's AIs early in the game. The Superior Converter doesn't have this problem: it assigns AI files to countries as appropriate - however, it has its own weaknesses because it tries to keep the monarchs as they were in CK. After the current kings all die off, however, it creates random ones (some of which have illegally high attributes). This converter will therefore give you an EU2 game with no leaders and no historical events and because it tries to create as many tags as possible, you may be disappointed at the size of the empire you thought you'd created when it gets assigned to lots of vassals.
 

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Poggy said:
Ok my file currently says:

country = {
tag = ENG
ai = {
flags = { }
combat = { }
continent = { }
area = { }
region = { }
war = 10
ferocity = no
base = 0.100
front = 5.000
expansion = 0
tradingpost = 20
neighbour = 50
enemies = -50
traders = 100
monopoly = 25
counterreform = no
garrison = {
fortress = 1.000
strategic = 3.000
size = 1.000
supply = 2.000
war = 5.000
}


all I did was delete the { and insert "england.ai". If you really want I can email it to you? (can you send files via forum messages?)

Replace what you have in red with:

country = {
tag = ENG
ai = "england.ai"


Everything between the "ai = {" line and the last "}" was part of the ai. :)
 

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MichaelM said:
Replace what you have in red with:

country = {
tag = ENG
ai = "england.ai"


Everything between the "ai = {" line and the last "}" was part of the ai. :)


Oh I think I get it now! So instead of saying ai = "goto this text file and use this ai, its a nice neat single line" it was saying ai = "have a tonne of commands to follow mwuahahah spread over lots of lines".


In that case I should finally be able to save England and France from being everyone's personal invasion playground! They are really struggling and dont seem to know what to do.