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CK2 Dev Diary#27: Continued Converter Capabilities

Hello and welcome back to this second part about the Converter update which will be released tomorrow.

As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.

Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = {

start = {

hostile_attrition = 1

merchants = 1

}

bonus = { war_exhaustion_cost = -0.10 }

trigger = {

capital_scope = {

continent = europe

}

OR = {

government = tribal_despotism

government = tribal_kingdom

government = tribal_federation

government = tribal_democracy

}

}

free = yes


deep_roots = {

defensiveness = 0.1

}

warriors_grit = {

shock_damage_received = -0.1

}

ruthless_raiders = {

leader_land_shock = 1

loot_amount = 0.10

}

ancestral_pride = {

war_exhaustion_cost = -0.10

}

arctolatry = {

infantry_power = 0.1

}

side_by_side = {

land_morale = 0.1

}

hero_of_the_legends = {

free_leader_pool = 1

}

}

Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.
new converter religions.png


That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions.

Patch notes
Unit types are now based on capital region instead of tech. group
Display "CONVERTING" while converting
Doesn't add Aztecs if Aztec Invasion game rule is set to off
Addes female monarch names for converter countries
Added descs for the Manichean and Mazdaki religions
Added the suggested missing titles
Added some more country mappings.
Added some regions to the unit type conversion table.
Government ranks are now affected by imperial administration laws
Added normal_or_historical_nations flag set to no in the mod file
Updated the sunset invasion scenario.
EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces)
All cores from unused nations are now properly removed
Removed unused files
Fixed issue with duplicate Saxon cultures
Alan is now in the correct culture group
Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread)
Fixed minor issues with religions
Fixed some errors in coverter province table.
High americans now have their own units
Rome now becomes the capital when converting the Roman Empire
Added European Tribal national ideas.
Gave Mongol empire less crazy province setup
Added some high american missions
Removed some duplicate strings.
United HRE can now be created with Conclave enabled
Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back.
Added Rebel Entries (and flags) for All Heresies
Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible.
All Converter Religions and Heresies will now have a syncretic faith bonus.
Added institution spread criteria specific to converter games.
Added starting spread of feudalism criteria specific to converter games.
Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4.
Immortal trait now converted to Immortal ruler personality
Muslims now get Vassals instead of only Personal Unions
Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date
Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders.
Dynamic fort placement in CK2->EU4 converted games.
Moved culture graphics conversion to culture_gfx_table.csv from the code.
Fixed some religion conversion issues in the EU4 converter
The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled.
Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger.
Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it.
CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.

As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.

That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive
 
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Fixed some errors in coverter province table.

Hooray! That's all I really wanted; the massive improvements are just the icing on the cake :).

I had a bad conversion recently which annoyed me (I lost the CK2-save, so could not report, sadly), but hopefully I won't run into such problems again :).
 
Wonderful icons!
 
Now I'm really worried >_< I just remembered how there's a generic idea set or something and how you guys said almost no nations don't have generic ideas anymore D:

I just don't know personally, I was making immortal events while everyone else worked on converter stuff. About all I made was High American units :)
 
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I just don't know personally, I was making immortal events while everyone else worked on converter stuff. About all I made was High American units :)
Thanks for summoning the right Demi-God to answer the question! The thing I'm confused about is that in the first diary it said generated but here it's saying that tribals won't just get generic national ideas(sounding like all of them have the set listed)
 
Why don¡t we have also those religion icons in CK2, now that they exist, instead of the red parent religion icon for heresies. That would make them kind of unique.
Some own already said its because the fact that they are heresies is much more important in ck2 and needs to be made obvious
 
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Could you clarify what the idea of unique or non-generic ideas will be? For some reason I'm thinking every nation gets its own idea set generated but it keeps looking like I may be wrong. I am super excited to try this out if is the case but I'm really worriedly are not the case

Generally, the idea is the following:
If you qualify for a set of special ideas, like Byzantine ideas, you will always get those. Cause those are usually fun to get.
Most EU4 ideas are no longer set to a specific tag. Instead, it will trigger according to your culture instead. So if you play as a Sunni Spain, you won't get Spanish ideas, yet if you are a big enough England with English culture, you'll get English ideas. We also disabled a set of several very specific ideas in the converter, like Burgundian ideas for example.
Everyone else will more or less get randomized ideas. The existing ideas are all weighted, so the ideas you'll get will depend on the nation itself. You won't be getting any naval ideas if you don't have any ports for example.

I hope that answers your question. :)
 
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Zunism is already a religion in EU4 (for converted saves) but use the Inti symbol (the smiling sun) in my memory. Though it's not an heresy, perhaps Paradox add an unique symbol for them.
We did, the sun symbol represents Reformed Zunism. :)

It's been mentioned a few times already, but what about culture splitting like with German and Italian cultures?
We didn't do anything for this update regarding this specific issue, as it's very subjective and not very straightforward. Ideally we want to make a system that dynamically breaks up monolithic cultures in a way that makes sense for your game, and not break it up 'just because'. This is something we might look into in the future.

Could you clarify what the idea of unique or non-generic ideas will be? For some reason I'm thinking every nation gets its own idea set generated but it keeps looking like I may be wrong. I am super excited to try this out if is the case but I'm really worriedly are not the case
Most nations will get generated ideas, though it's still possible to get powerful idea sets (like French) if you fulfill some rather high requirements. If a nation is listed as having 'National Ideas' when you're picking a nation, new ones will be generated as you enter the game (the ideas need to check your gamestate before they can be generated).
 
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I see that the HRE gets the ruler's religion. Does this religion have to be Christian? And can the HRE spawn with land outside Europe?

Thank you, Groogy! May the Coptoman Empire of Rum regin forever! Praise the Osmanaglus!
 
Would you mind clearly listing what symbol belongs to each religion?
 
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In the case of a large, united Mongol Empire, can some of the CK2 non-nomad (and maybe even nomad) vassals be converted as dormant tags waiting to be released? Because a monster ME would be nigh-impossible to stop in EU4 with all of the development it will have even without moving beyond historical pre-split borders.
 
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It would be neat if some heresies were more likely to convert to protestantism/reform. I think a group like the Lolldards, for example, would take a look at protestantism and get on board with that, ASAP. It would be a little weird for them to look at each other the same way that they look at Catholics. At the very least, I hope they can use the decision to convert to protestantism or reform, even though they're not Catholics.

Lollards and Waldensians would not want to convert to Protestantism if they don+t get defeated by the Catholics though. Instead, they should get their own Centers of Reformation when the Reformation starts, converting Catholic provinces to their religion (while Protestants and Reformed lose a CoR).
 
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Would you separate the Norse from Germanic religions so that it is easier to reform for the Saxons and other north German peoples? It's kind of strange having needing to expand deep into Scandinavia to be able to reform. Being close to the Franks, the Saxons should be able to learn how to organize their religion quicker and should do so by having provinces nearby. This way Norse can reform using Scandinavian only provinces as well without expanding into the rest of the continent.
 
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Zunism is already a religion in EU4 (for converted saves) but use the Inti symbol (the smiling sun) in my memory. Though it's not an heresy, perhaps Paradox add an unique symbol for them.
Ok yeah then that makes sense but unless I am mistaken that means we are one symbol short to represent the heresies.

It's been mentioned a few times already, but what about culture splitting like with German and Italian cultures?
You mean them having split culture in ck2 or that the converter converts them to the appropriate cultures in EU4? Well either way I'm in board.


Why don¡t we have also those religion icons in CK2, now that they exist, instead of the red parent religion icon for heresies. That would make them kind of unique.
Because knowing what is a heresy of what is important information in ck2, and also CK2 don't have religious icons in full colour.

In the case of a large, united Mongol Empire, can some of the CK2 non-nomad (and maybe even nomad) vassals be converted as dormant tags waiting to be released? Because a monster ME would be nigh-impossible to stop in EU4 with all of the development it will have even without moving beyond historical pre-split borders.
This very much this, Nomad hordes should be broken up into their clans and they and any feudal vassals should become EU4 vassals of the Khagan.

Also if you hold two titles of your primary titles tier (regardless of who you are) it should convert as a personal union. For anyone their powerful vassals should always convert as vassals.
These massive monolithic blocks just make the converted game less enjoyable. I pretty much only play converted games in the HRE as a result.

Oh and if you ever do a eu4 to vic3 converted this is something to remember again, breaking the blobs up a bit is a good thing for making a converted game actually intresting.

Lollards and Waldensians would not want to convert to Protestantism if they don+t get defeated by the Catholics though. Instead, they should get their own Centers of Reformation when the Reformation starts, converting Catholic provinces to their religion (while Protestants and Reformed lose a CoR).
I disagree, these were pretty much the forerunners of the reformation, yes the reformation would have been a bit different if they had survived but still they would have worked together when the time came. Most other surviving catholic heresies should probably convert to reformed when that spawns. All "catholic" religions in ck2 that were heresies at conversion should flip either protestant or reformed when those show up an become centres of reformation. While the one that was not a heresy (usually Catholicism) should be the stand in for Catholicism.
Oh and if the schism has been healed the dominant orthodox should be able to get the reformation isntead and all it's heresies join protestant or reformed.

Would you separate the Norse from Germanic religions so that it is easier to reform for the Saxons and other north German peoples? It's kind of strange having needing to expand deep into Scandinavia to be able to reform. Being close to the Franks, the Saxons should be able to learn how to organize their religion quicker and should do so by having provinces nearby. This way Norse can reform using Scandinavian only provinces as well without expanding into the rest of the continent.
No just no, the idea that you need holy sites to reform the faith is what's wrong and creating a divide that is ahistorical does not make things better, two wrongs don't make a right.
 
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Will those very good looking religious icons be applied to their respective heresies ingame or just for the converter?
 
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Do you guys mind if I make some suggestions/ask some questions?
Generally, the idea is the following:
If you qualify for a set of special ideas, like Byzantine ideas, you will always get those. Cause those are usually fun to get.
Most EU4 ideas are no longer set to a specific tag. Instead, it will trigger according to your culture instead. So if you play as a Sunni Spain, you won't get Spanish ideas, yet if you are a big enough England with English culture, you'll get English ideas. We also disabled a set of several very specific ideas in the converter, like Burgundian ideas for example.
Everyone else will more or less get randomized ideas. The existing ideas are all weighted, so the ideas you'll get will depend on the nation itself. You won't be getting any naval ideas if you don't have any ports for example.

I hope that answers your question. :)
Do you mean that if for example you are christian and you own spain you will get spanish ideas, but if you are muslim and own spain you won't/if you are spain and don't own spain you won't get their ideas? Will their either be an option to make it so that no one gets already created ideas? And will I be able to adjust the weights heavily(so instead of being semi-random, it uses your location religion culture and government to determine what ideas are possible)? And is their weighting for other ideas(so let's say it gives you a naval idea. You are now more likely to get another naval(including colonial and trade) idea, then if you get it even more likely, and so on so forth(what would be even better is if categories made each other more likely(so if you had a naval combat idea it would boost the chances of naval combat, trade, and colonial ideas) but also making the specific idea type more likely(so while it would boost naval combat, colonial, and trade it would boost combat the most)
We did, the sun symbol represents Reformed Zunism. :)


We didn't do anything for this update regarding this specific issue, as it's very subjective and not very straightforward. Ideally we want to make a system that dynamically breaks up monolithic cultures in a way that makes sense for your game, and not break it up 'just because'. This is something we might look into in the future.


Most nations will get generated ideas, though it's still possible to get powerful idea sets (like French) if you fulfill some rather high requirements. If a nation is listed as having 'National Ideas' when you're picking a nation, new ones will be generated as you enter the game (the ideas need to check your gamestate before they can be generated).
Can you edit how they work?
 
Good to read about all these additions to the converter and hear that 2.6.2 is released tomorrow!