I've been reading through the Vassal and HRE threads as those are areas which I believe will be very important to the converter, and are from what I gather still open for discussion on how they are implemented.
Firstly, I would suggest that Vassals and HRE members are treated separately. Also, I realise that there are a number of Empires now (particularly with the Islamic DLC), but those Empires, along with the Byzantines should follow the "Vassal" model.
Holy Roman Empire
The HRE in CK2 and EU3 is a special unit, and we should continue to use the mechanics created especially for it. We can use different HRE decisions and diplomatic settings to simulate its effects. It should also be noted that I strongly believe that the player should have things to do in EU3, so even if they have "Absolute Crown Authority", this will not mean the HRE has become one state, but is rather very unified and powerful, and will make the final unity decision that much easier.
When creating the Holy Roman Empire, the current ruler is created using their largest Ducal / Kingdom title and the Empire itself is ignored. This means that the next two tiers of ownership can be used to create vassal states and spheres of influence. So if the Holy Roman Emperor's largest title in CK2 was the Kingdom of Bohemia, then they would start the game as the Kingdom of Bohemia (using the "Vassal model" to map their power), but otherwise would use the rules below based on CK2 Crown Authority.
The HRE relations with Vassals and Member states will be dependant on Crown Authority, and the different levels will provide a different level of starting unity;
Autonomous Vassals - Only the selected Electors will be flagged as members of the Empire, however other nations are given a relationship boost with each other at the start.
Limited Authority - Only the selected Electors will be flagged as members of the Empire, however other nations are given a relationship boost with each other at the start. In addition, the Emperor begins with a Liberation CB on all territories which were HRE in CK2.
Medium Authority - All HRE territory in CK2 will be flagged as a member of the Empire, but there are no effects beyond this.
High Authority - All HRE territory in CK2 will be flagged as a member of the Empire and "Call for Reichs Reform" begins the game enabled.
Absolute Authority - All HRE territory in CK2 will be flagged as a member of the Empire, plus "Call for Reichs Reform" and "Institute Reichsregiment" begin the game enabled.
Basically the main effect of Higher Authority will empower the Emperor in EU3, and speed the process towards hereditary / vassal / inheritance decisions, rather than fiddling with the system too much.
The beginning 6 Electors are determined through prestige (therefore allowing for 2 more to be created through the natural process to allow for some variation). I believe this was discussed before in a previous post about the HRE
In This Post Here
Vassals
This section considers how nations are made in EU3, with the thought in mind that there will likely be more need for unification than is perhaps normal in the usual EU3 setting. What I have done is consider the political implications for each stage of Crown Authority, and applied different diplomatic attributes to the different levels with the ultimate goal being a unified nation. In this system we will be using the Empire, Kingdom and Ducal tiers, with the direct vassals being used to determine the 2 part relationship that EU3 allows. So, if an Empire has 1 Kingdom, 2 Dukes and a Count then all of those are "joined" to the main faction through the system outlined below. If that Empire has a Kingdom who itself has 2 Dukes, those Dukes are ignored as they are already a part of the de-facto Kingdom. If however its 2 Dukes are direct vassals to the Empire, then they are treated like independent states.
For the below examples the two tiers are the Liege (the top level of governance) and the Subjects (the vassals which comprise a nation, ie the Dukes / Counts of a Kingdom).
Autonomous Vassals - The earliest stage in which the Liege and Subjects are on roughly the same footing, with neither beholden to the other they just allow free military access.
Limited Authority - Military Access, Guarantee - This stage is more about a group of nations working together with a common goal rather than one faction or another dictating terms. The Liege has a Guarantee on each of their Subject nations.
Medium Authority - Military Access, SoI - The political links drawing the nation together are stronger, but there is still a large amount of freedom. The Liege has all the Subjects in their Sphere of Influence.
High Authority - Military Access, Vassal - The nation grows stronger militarily, and the Subject nations have become true vassals to their Liege.
Absolute Authority - Unity - All Subject nations are merged with their Liege with the same rules as had it been done through a Personal Union Inheritance.
Note; this system does create a high chance of divided nations beginning the game so the early game will be about unification much like playing with France. If we want to create the opportunity for more unified starting positions, then bump all the Authority consequences up one or more levels. It would also be possible (and should be done really), to allocate Cores depending on the Authority. Perhaps grant cores from Medium Authority and above (again this can be subject to personal preference options).
It is possible to go further than the above system by introducing Conquest CB events, much like what happens with England, though I have no idea whether it's possible to automatically create these events depending on save game data. If it is, let me know and I can create a more complex system which includes that.
Another addition that could be used (credit due to another post, but I couldn't find it again when I searched, sorry), is to create an average starting relation with each Subject depending on the sum of their own vassals relation to the top tier liege. By doing this, nations which struggled to stay together would find it harder to unite / more likely to split apart. My only issue with this system is how do we relate it to the Absolute Authority nations who are most likely to suffer from this poor relation feedback? Some kind of revolt risk modifier perhaps? Actually now that I think of it, we could use diminishing returns on relation modifiers from CK2, and instead apply more stringent revolt risk for poor relations at the higher authority levels which would make better use of the EU3 mechanics. Something along these lines;
Autonomous - 100% Relations
Limited - 75% Relations, 25% Revolt Risk
Medium - 50% Relations, 50% Revolt Risk
High - 25% Relations, 75% Revolt Risk
Absolute - 100% Revolt Risk
With different vassal providing different amounts, so it would need to be weighted that Kings opinion really matters, while a Count matters little comparatively. I would ignore Barons like CK2 does. Finally how long would this revolt risk modifier last? Is it even possible to do it like this?
We could also use Personal Unions as a more powerful version of Vassal's (as you can Inherit and get cores for free), however I decided to leave this out due to the increased importance of marriages in CK2. If there are chances for PU's occurring, it should be natural due to the choices made in CK2.
Finally we can play with government types to give more of a difference between Lieges and Subjects (and the different tiers of each);
Counts / Dukes = Despotic Monarchy
Kings = Feudal Monarchy
Empires = Empires (or else Lieges with more than the minimum required territories for the decision?)
For the mod we could even produce new government types to reflect the dominion size, so for instance a County would get 50% of the benefits of a Despotic Monarchy compared to the Dukes getting the full 100%.
One last thing; I realise that we can use Slider choices for Crown Authority too (or the Centralised / Decentralised in particular), however I think the above system better reflects the state of play at the end of Crusader Kings, and makes the early game of EU3 about creating the nation state proper, which the Player will lead through the ages to the 1800s (and beyond!).