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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.
 
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I usually don't comment in dev diary thread but this is awesome. Converted CK2 games are pretty much all I play anymore in EU4 and I haven't been able to do it for a few patches -- it was just too much manual editing.

Hopefully now I can get a relatively clean conversion and play it with little to no manual tweaking.
 
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This will be so good, my biggest grievances about the converter being removed :D

The development now carries over, and most importantly, there is no awkward seam between India and China where there is just a sudden and instant tech difference from a Western-tech Indian Empire to a Chinese-tech Burma.

However, I am curious to how the dynamic ideas will work. I don't see play-style affecting ideas because there would just be so many variables to weight, unless you guys managed to pull this off!
 
Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not.
So if you don't buy Reaper's Due, you automatically convert poorer? Or is the amount of development to be assigned in a specific area fixed?
 
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Is China set to be more dynamic if the Mongol invasions don't happen as per OTL?
 
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I guess this is the time for a Paradox Grand Campaign!

What are the parameters for the dynamic institution spawn? For example, if I played a game in central Europe with vastly improved pagans (But they'll be prevented from reforming and will stay tribal/nomadic to prevent blobing) to reverse the roles, will the institution tend to spawn in the pagan lands since they are powerful or will it be able to spawn in the vastly untouched Muslim or Indian land?

Also, will there be some improvements to the HRE? Unless I play with the original start, even if I form the HRE as Charlemagne and stay elective the whole time, it doesn't seems to keep my HRE when I convert.

Thanks!
 
So if you don't buy Reaper's Due, you automatically convert poorer? Or is the amount of development to be assigned in a specific area fixed?
No it takes the total development of the area affected by the converter and redistributes it.

I wonder how it will be determined, I mean manpower is easy it based on the levies (perhaps weighted so that better levies give more), and base tax and tax income seems like a good link but then what about production?
 
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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.

Thank you!!!
 
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Will title's coat of arms also transfer to the EU4? After converting there is a lot of mess, especially with the Muslims. Also custom unit skins! Please redistribute them among converted nations since playing all the time on the stock ones is not visually appealing.
 
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Now what will happen if a Miaphyste/Messalian HRE owning say Austrasia+Italy (inc Rome), also happens to own Egypt, Abyssinia, and a chunk of India?

Most of the rest of Europe (-Ibera) and northern Africa are still Catholic btw.
 
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I'm loving these changes. I love playing converted CK2 games, but it always felt akward - not being able to form portugal in-game on EU4 has been specially sad for me, because I love playing as portugal!

Will the changes be mod-friendly? Some of the mods I use introduce new religions (like CK2+'s new pagan religions for instance) and they don't convert as well to EU4, for instance. I'm really hoping this update puts modders working to implement those.
 
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These issue have been one of the key things making me not enjoy my converted game to eu4 from ck2 as much as the base eu4 starts, these fixes are great and I can't wait to finally have the eu4 game with my inbred lunatic immortal ruler :D
 
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