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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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Cheers for the DD Darkrenown and the extra info Trin_Trigula :D. Have to say, some converter loving is very good news indeed. It's been quite a while since I've played a CK2 through to EU4 game (partly because things like development and the like didn't carry over, so it always felt a bit funny unless you played a very historical CK2 game). I think more converter support is a great decision, and am looking forward a thousand year game a crack :D.
 
Nice, it sounds like I'm going to actually use the converter for once. Currently playing a merchant republic Ireland, not expanding beyond the island. I've had every province developed as far as tech allows since around 1290 or so, and should easily have everything fully developed by the end of the game. Love to see what kind of monster comes out of that!

Here's a question, will the province terrain be set or can that be adjusted too? Like, if I unlock all 7 province slots in Connachta and develop all of the holdings, will it become farmland in EU4 or stay forest? Do you get any benefit from having the other crown focus event modifiers?
 
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@Darkrenown, will the ruler list from a converted CK2 game be generated the same as a vanilla EU4 game? I think a CK2 realms gender law should determine the male / female ruler ratio. I'll explain in detail below:

  • If a CK2 realm has Agnatic (male only) as its gender law, the converter should generate only male ruler names for the converted realm in question.
  • If a CK2 realm has Cognatic (male preference) as its gender law, the converter should generate mostly male ruler names with a few female ruler names for the converted realm in question.
  • If a CK2 realm has Absolute Cognatic (gender neutral) as its gender law, the converter should generate a equal ratio of male and female ruler names for the converted realm in question.
  • If a CK2 realm has Enatic-Cognatic (female preference) as its gender laws, the converter should generate mostly female ruler names with a few male ruler names for the converted realm in question.
  • If a CK2 realm has Enatic (female only) as its gender laws, the converter should generate only female ruler names for the converted realm in question.
For advisors, military leaders, and explorers of a converted CK2 realm, their gender should be determined by the realm's Status of Women laws:

  • If a CK2 realm has either Traditional, Marginal, or Significant as their Status of Women law, only male advisors, military leaders, and explorers can be generated. Also female rulers or regents can't be used as a general in EU4.
  • If a CK2 realm has Notable as their Status of Women law, female rulers or regents can be used as a general in EU4 with female advisors, military leaders, and explorers generated via special events.
  • If a CK2 realm has either Full as their Status of Women law or either Enatic-Cognatic or Enatic as their gender law, only female advisors, military leaders, and explorers can be generated. Female rulers can be used as a general in EU4 while a male ruler or regent can't be used as a general.
Also for converted CK2 realms having the female friendly laws / religions (Absolute Cognatic, Cathars, Messalians) special ideas can be assigned allowing them to recruit female advisor / leaders + female ruler / regent as a general with a malus of having their manpower taking longer to regenerate. For converted CK2 realms having either Enatic or Enatic-Cognatic gender laws, "Amazon" ideas could be assigned to them reflecting those realms being more militarized with their armies being more disciplined and having higher morale while having malus in manpower regeneration and diplomatic relations non "Amazon" realms.
 
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So I assume that we will be getting the Vicky 3 announcement any day now?
 
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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.
How much can the converter be modded? And can we mod EU4 to fit new personality traits?

(I've never been a modder... ...but... ...way of life dlc... ...reaper dlc... even short of immortals, evil thoughts abound...)
 
So I assume that we will be getting the Vicky 3 announcement any day now?
They confirmed it wasn't in development a while ago, so it's probably starting soon(so I doubt there will be Sec. Diaries on it)
 
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Is there any chance of having the converter determine the minimum required number of princes in the HRE from the number of vassals the emperor has? Last time I converted the HRE had managed to unify all of mainland Europe, but was missing out on those bonuses because there was only 10 or so countries in the empire.
 
Very happy and excited to see these being implemented into the converter. Thank you Paradox for the converter, these games and especially the long hours of hard work you have all given. Though I do apologise for harping on this particular thing: When you are working on Victoria III, my eyes will be glued to the news feed. I am eagerly awaiting whatever you have in store be Victoria III or another game in mind :)
 
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.

:eek:
 
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Are you using 2.6.1 or the 2.6.2 beta? Either should be fine in themselves, but if you are using modded traits on 2.6.1 it'll break a bit when you move up to 2.6.2.
 
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Are you using 2.6.1 or the 2.6.2 beta? Either should be fine in themselves, but if you are using modded traits on 2.6.1 it'll break a bit when you move up to 2.6.2.
Speaking of 2.6.2 have you then solved the speed problem? And if not will you then allow people to stay on 2.6.1 if they prefer having speed?
 
These are good news - I just hope the HRE will get some love. It's one of the more important mechanics when playing any European power in EU4, and not having it when converting from CK2, even if an elective major empire exists that could reasonably be emulated by the mechanic, is disappointing every single time.
 
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These are good news - I just hope the HRE will get some love. It's one of the more important mechanics when playing any European power in EU4, and not having it when converting from CK2, even if an elective major empire exists that could reasonably be emulated by the mechanic, is disappointing every single time.
Exactly. If the Francia blob in my current game could turn into a Francia with HRE mechanics in EUIV, that would be incredibly awesome!
 
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