- Jan 1, 2011
Now that Sword of Islam is out, how is the converter affected?
Is there any reason why EU3 couldn't be modded to accept the additional tags from CK2? As I understand it, this is what the EU3 -> V2 mod does. I apologize if this has already been discussed, but I couldn't find it anywhere in the thread if it has been.
Oh, but here's a crazy idea for a world where we've infinite man hours to develop with: the converter creates a file that can be used as input to some other program that creates an appropriate pared-down mod.
Reading configuration file. 12-07-04 11:47:10: No input file given, defaulting to input.ck2 12-07-04 11:47:10: Getting CK2 data.
There's not so much a tag limit in eu3, as there was in older paradox games. But there are certain functions of the engine that check every tag against every other tag. So adding one or two extra tags doesn't change much, but with each extra tag the amount of slowdown increases exponentionally. (Rereading your post I realized you might've been talking about something else than the EU3 engine, in which case ignore this part! Just wanted to add the below regarding my 0.02 cents)Regarding the issue of consolidating vassals, I think a good guiding principle is that the starting map of EU3 should be able to have plausibly come from the converter. The starting map of EU3 has some vassals in it, but it's not completely flooded with them. There are plenty of sizable "blobby" nations. This seems inconsistent with requiring Absolute crown authority before vassals can be absorbed.
There are gameplay considerations (is a map full of OPM vassals actually any fun to play? I don't think so), and there are feasibility considerations (apparently there's a tag limit, so throwing in a ton of OPM vassals seems likely to send lots of savegames over the limit), but I think the faithfulness consideration is enough on its own.
There's not so much a tag limit in eu3, as there was in older paradox games. But there are certain functions of the engine that check every tag against every other tag. So adding one or two extra tags doesn't change much, but with each extra tag the amount of slowdown increases exponentionally. (Rereading your post I realized you might've been talking about something else than the EU3 engine, in which case ignore this part! Just wanted to add the below regarding my 0.02 cents)
Seeing that. I think what might be a nice compromise is to add, let's say 4, 'blank' tags, that is a tag without a name or culture attached. These would be used to represent the four largest independant realms without corresponding EU3 tags (above a certain threshold). For me personally it would be fine if the tags would remain blank, so they'd just show up as "CK2 Nation 01-04" in game, as I would know how to mod in proper localization. Though it might also be possible to copy CK2's localization for that tag into the EU3 localization.
So, in case the above is too confusing. Say the Latin Empire formed in your game. Rather than merge the Latin Empire into the Byzantine Empire (which would be undesirable of the Byzantines were co-existing with the Latins in the save), instead the Latin Empire is converted into a 'C01' tag, and the converter adds a localization file for 'C01' that names it as the Latin Empire.
I'm suggesting this mostly from my own experience with converters and such. I am never annoyed if minor one-province counties dissappear, but what I really dislike is if major independant nations get absorbed because they don't have corresponding EU3 tags.
For example, if you end up with a divided France with the north being under the Kingdom of France, and the south under the Duchy of aquitaine. (Assuming no Aquitaine Tag) Many past converters would just auto-absorb Aquitaine into France. Which meant that one of the defining features of your save (that cool North vs South in France) just dissappeared into thin air.
I think those are the situations you want to avoid, more than just trying to properly represent each OPM. So I think just reserving 3 or 4 tags for big (semi-)independant nations that don't have EU3 equivalents will do fine, without causing unneeded slow-down.
Since the patch 1,6 it didn't seam to work anymore. The trait 113-120 seem bugging.
In my opinion, there should be no independant 1 count after convertion. Most of them should be probably be merge with the nearest count /duchy and form someting more plausible. But i'm not a scripter so i don't know if it possible.
Looks very nice, EU 3 and CK 2 are both awesome games, combining them is extremely cool, but I was just wondering a few things
1: How will the converter handle dynasties, for example, if I got my Karling dynasty ruling in my converted CK 2 save, will the leader of my country in EU 3 be of the Karling Dynasty too or will he get a new dynasty name generated?
2: If I change the files and have the Karling dynasty be called the Caroling dynasty, could it make the save corrupt?
3: Would the "Better Looking Characters" Mod work with the converter, sure it just changes only the portraits(which EU 3 lacks) but I noticed CK 2 saves with BLC being uncompatible with ones without BLC.
4: How will the Holy Roman Empire work, I am planning to end my save with a huge HRE, will the HRE in EU 3 just work normal, and the HRE factions under the Emperor in CK 2 will be independent in EU 3 but will be Imperial territory and members of the HRE(for example, I conquer Norway in CK 2 as the HRE, then I grant it to another person(making him kind of my underking), will Norway in EU 3 now be independant but as a member of the HRE and with it's provinces as imperial territory). Or will I just end up with 1 giant Holy Roman Empire country in EU 3. And if you make your HRE in CK 2 primogeniture, will it affect HRE in EU 3?
5. How will heresies be handled? Will they just be their parent religion in EU 3 or something else?
If someone would at least answer my third question, I will already be very happy(so I can at least know if I should start my new campaign with or without BLC)