• 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.

CK2 Dev Diary#26: Considerable Converter Capabilities

Hello all, and welcome back to another CK2 Development Diary. If you didn’t notice last week, we now do CK DDs on Mondays to match up with the Medieval Monday stream. Anyway, getting on to the point of this DD: We’ve been updating the Converter!

Development in EU4 will now be based on the state of the world in CK2. Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not. The development of the default 1444 EU4 provinces (within the converted area) will be redistributed in a way that makes sense for your world.

Dynamic fort placement. No longer will forts be placed exactly as they were in the default 1444 setup, instead forts will be placed in strategically appropriate areas for each nation.

Revamped Tech Groups. Now, as Tech Group no longer actually affect your technology cost (that’s handled by institutions), your group will be based on the geographical area of your capital. This is then used to improve your experience in many ways, i.e. through custom idea generation!

Dynamic ideas. No longer will your nation simply have the ‘National Ideas’ set, instead a unique one will be generated for you based on your situation in EU4. These idea sets will give you appropriate ideas, so no naval ideas if you are landlocked or just have one port.

Institutions have been revamped to account for the vastly different world that is a converted game. The institutions will spread in a much more dynamic way, and no longer discriminates in favor of Europe (especially not if India or the Middle East manage to get a high Development converted over!). Institutions such as the Printing Press do not necessarily have to spawn in Germany, either.

Converter-centric idea picking for the AI. With most converted games missing a Portugal, and in some cases even a Castille or England, the AI has been readjusted to dynamically assume these positions. One nation will try to assume the role of Portugal - be it Iceland, Scotland, Korea or Majapahit you won’t know until you play!

Traits now convert over from CK2. Did you have a midas touched genius ruler or a possessed imbecile lunatic ruler? No matter what, you will recognize them by their traits in EU4.

Improved Sunset Invasion setup. For all of you who wanted the New world empires to be even mightier we’ve improved the High Americans with new missions and unique units. High American units tend to have many Fire pips, so beware their power!

The Converter will be updated alongside the release of Rights of Man on the 11th. That’s all for now, but I have even more Converter stuff to talk about next week.
 
  • 228
  • 59
  • 1
Reactions:
I’m working on modding the Converter for the HIP mod project. I have some questions which don’t seem to be answered anywhere and I’m hoping since this is being updated, I could get an answer to any of them. I recently reported a Converter crash, with fix, for y'all so can I parley that into some aid here? :D
  1. How nation_table.csv works – it doesn't seem to always convert CK2 realms to their mapped EU4 tags. Does order matter – will it prefer to match k_castilla rather than d_castilla just because the former mapping comes first in the file?
    1. What do the entries do at the bottom of the file, with blank CK2-title entries? They say “exists in EU4, not in CK2,” but that’s true of lots of tags not listed.
  2. Generally how province_table.csv works – how does it handle many-to-one, one-to-many, and many-to-many relationships between CK2 and EU4?
    1. E.g.… if 3 CK2 counties are mapped to one EU4 province, and A controls two of them while B controls the third, does A always get the province in the conversion? Does that depend on the order the mappings are listed in? If the third mapping were tripled, would that mean B now gets the province?
    2. Whether the third column "Filename" of province_table.csv matters at all—given that about 15% of the entries in that column don't point to actual province history files?
    3. What is the sense in having duchy titles in that table (as it has in at least some places)? Why would they matter for province mapping?
    4. There are some lines duplicated, with a comment saying it’s to increase the weight of a certain option. How does this work? To what extent is it deterministic vs random?
  3. What’s the point of border_provinces.csv? Especially since the map has expanded to the east since that file was changed?

I managed to question Groogy quickly and this is what he had to say:
1. It will only convert one of them to that tag, it will pick the first one in the list. The ones at the end are probably just from the scripters at the time when they copy pasted the list from eu4 and started working.
2. It's a point system, the more "hits" you get in the province list the more likely you are to get the province in eu4. So if a county is listed twice it is like "two points" Which is also why duchies are in the list to give more weight to the one who owns the duchy
3. Is used by hordes for how it should generate ASIA, i.e if spawned horde owns these provinces it will make a huge mongol horde in asia
 
  • 9
  • 1
Reactions:
It's highly dependent on where the renaissance spawns - if it spawns in Asia then an Asian country till assume the role of Portugal (unless you as the player does it first), European nations suitable for colonization will colonize too, of course. In my test game Korea reached America by going Taiwan -> Micronesian islands -> Hawaii -> California, an alternate and fairly exciting route. I also had a game where a converted India went Ceylon -> Andamans -> Philippines -> Micronesian Islands -> Hawaii -> California and a game where the united Japan went directly for Alaska -> California!

This sounds really cool, and I'm looking forward to seeing stuff like this.

The only downside is that Asians won't get much benefit from colonizing South America, because none of its trade nodes can be directed toward Asia. It would be nice if the converter could do something, like generate a new trade path which could allow South American trade to reach Mexico (which can send trade to Japan). Asia participating in the conquest of the new world is a really fun concept, but Asians can't really participate in it the same way that Europeans can because of the way the trade flow works.
 
  • 1
  • 1
Reactions:
This sounds really cool, and I'm looking forward to seeing stuff like this.

The only downside is that Asians won't get much benefit from colonizing South America, because none of its trade nodes can be directed toward Asia. It would be nice if the converter could do something, like generate a new trade path which could allow South American trade to reach Mexico (which can send trade to Japan). Asia participating in the conquest of the new world is a really fun concept, but Asians can't really participate in it the same way that Europeans can because of the way the trade flow works.

Good points here. Trade flow should be dynamic on the American west coasts.
 
  • 1
Reactions:
Sorry if it was brought up before; is there a way to show information on reason of imprisonment? After many years I often find my dungeon full of strangers, some of them were obviously children when incarcerated following a siege; some were plotting a murder; some were just at the wrong place at the wrong time, like being caught having sex with a courtier and some are just there for pleasure. It's so difficult to keep track with current UI.
Stop sending people to your dungeons then.
 
  • 9
  • 1
Reactions:
Will Prydainn (Breton Britain), for example, have generic ideas? I thought that was a little on-the-nose when I fired up my first conversion.
No one gets generic ideas anymore. And do only people that would get generic ideas get custom ones? If not, can you change it so all of them do?
 
  • 1
Reactions:
Because my original question demanded an answer but no one else did.

Maybe because they don't really care? I tend to assume if I can't remember why someone's in a dungeon, no-one else can either so what I do with them is based on the value of random courtiers as prisoners i.e. they take up space; so I send them back to their own country to be someone else's problem [arbitrary] / generously grant them their freedom [kind/generous] / grant them parole after they've served a sufficient part of their sentence unless they re-offend [just].
 
  • 1
Reactions:
Maybe because they don't really care? I tend to assume if I can't remember why someone's in a dungeon, no-one else can either so what I do with them is based on the value of random courtiers as prisoners i.e. they take up space; so I send them back to their own country to be someone else's problem [arbitrary] / generously grant them their freedom [kind/generous] / grant them parole after they've served a sufficient part of their sentence unless they re-offend [just].
I tend to just let them go if I can't remember why they are there, however if I am pagan I keep the young girls & women for use as concubines.
 
  • 2
Reactions:
This isn't related to 1.18 or Rights of Man, but is there anyway that you can change the converter so that the HRE doesn't default to Catholic, and instead checks to see what the majority faith is?

I played an Ironman HRE game where I managed to convert the entire realm to the Cathari heresy, but when I converted it to EU4 the game couldn't find a Catholic monarch in the HRE, so it made the King of Wales the emperor instead.
 
  • 3
Reactions:
This isn't related to 1.18 or Rights of Man, but is there anyway that you can change the converter so that the HRE doesn't default to Catholic, and instead checks to see what the majority faith is?

I played an Ironman HRE game where I managed to convert the entire realm to the Cathari heresy, but when I converted it to EU4 the game couldn't find a Catholic monarch in the HRE, so it made the King of Wales the emperor instead.
yeah, I'd like my "Wholey Roman Empire" idea to work without needing to convert Byzantium to Catholic faith(usually through starting as a custom Catholic ruler) just to make the empire work at all after converting.

speaking of Catholic Vs Orthodox, is there a reason you can't mend the schism in a way that favors the Catholics?
 
So, concerning the dynamic national ideas: I'm playing a CK2 Multiplayer game as the kingdom of Burgundy, with a Dutch ruler. Despite having all the requirements to form an empire, I'm deliberately staying a kingdom so that I can keep EU4 Vanilla Burgundy's flag and Burgundian NI's, instead of generic German idas. Will I still get Burgundian ideas after the update or will I get random NI's regardless?
 
  • 2
  • 1
Reactions:
Siberia for Siberians!