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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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In the opening post, you stated that Rome will be the Capital of a Converted Rome.

Is that definitive? Will I have to edit the converted game in order to relocate my capital from Roma and back to Constaninople where it belongs?
This is another case of a poorly written patch note - the note in fact refers to a bug where a converted Roman Empire wouldn't get Rome as their capital, if it WAS their capital in CK2. It will not relocate your capital to Rome if it set to be anywhere else. :)
 
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This is another case of a poorly written patch note - the note in fact refers to a bug where a converted Roman Empire wouldn't get Rome as their capital, if it WAS their capital in CK2. It will not relocate your capital to Rome if it set to be anywhere else. :)
Could you tell me which symbol is Zikri and/or Kharijite?
 
Cheers for the DD Darkrenown, and all the extra info rageair/Trin Tragula/Groogy :D. Converter changes sound great - will definitely mean more 1000 year games at my end :D. A big fan of giving the religions and national ideas more uniqueness once they've been taken over to EU4 :).
 
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What happens if you are immortal and in a government form that replace the leader on a regular basis?

IE: Merchant Republic, Bishopric?
 
I think 6th to last symbol is Kharijite because red is associated with it apparently. That would solve all the symbols

In addition in Zikri a mountain is apparently important as there is a pilgrimage to one according to wikipedia
 
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Then let's go for that

index.php

Nestorian (Could be Messalian)
Manichean
Messalian (Could be nestorian)
Cathar
Fractelli
Waldesian
Lollard
Monophysite
Paulican
Monthelite
Iconoclasm
Bogolomist
Zunism
Kharijite
Druze
Zikri
Mazdaki
Yazidism
Hurufi
Samaritan (Could be Karite)
Karaite (Could be Samaritan)

And we are done, it's beautiful, now if some dev would only tell us if it's correct.
Hey we did it in less than 12 hours, 11 hours and 21 minutes to be exact.
 
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In the opening post, you stated that Rome will be the Capital of a Converted Rome.

This is another case of a poorly written patch note - the note in fact refers to a bug where a converted Roman Empire wouldn't get Rome as their capital, if it WAS their capital in CK2. It will not relocate your capital to Rome if it set to be anywhere else. :)

This bug, to be precise: forum.paradoxplaza.com/forum/index.php?threads/converter-rome-as-capital-moves.955058

Thanks for fixing it.
 
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I hope the broken statue is not Iconoclasm.

That makes no sense at all. Icons were images and paintings of people, not statues.

And the symbol they used for their religion was a simple cross.

The Iconoclasts displayed a very simple cross as their symbol:
800px-Irenekirken.jpg
 
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This is another case of a poorly written patch note - the note in fact refers to a bug where a converted Roman Empire wouldn't get Rome as their capital, if it WAS their capital in CK2. It will not relocate your capital to Rome if it set to be anywhere else. :)

I love you guys! :cool:
 
I hope the broken statue is not Iconoclasm.

That makes no sense at all. Icons were images and paintings of people, not statues.

And the symbol they used for their religion was a simple cross.

The Iconoclasts displayed a very simple cross as their symbol...

All good points. But it probably is their symbol; who else would it be for, if not the Iconoclasts?

Also, I gotta say, the presumed Yazidi and Fraticelli symbols alone kinda makes me want to drag one or both of them through Crusader Kings II and into the Europa Universalis era. But I'm nowhere near good enough to try anything like that. (And I like the Manichean symbol as well, but there's decent odds they'll survive my current CKII game without help...)
 
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Comes to read CK2's dev diary.

Finds info about EU4's vassal limit slot.
 
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Hey, this is somewhat inconsequential and has probably been mentioned before, but as long as we're talking about different heresies--why are the Hashshasin simply Shia in-game as opposed to Nizari, which should probably be represented in-game as a heresy if not a separate branch? (They're still a major part of Islam today.) It's not like it's been forgotten, as one of their converted EU4 ideas references that they're Ismailis.
 
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Cant'really have immortality available in eu4 without having a fantastic events option.
There are already "fantastic options" with El Dorado.
 
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There's no good way of giving a nation more than 3 vassals in EU4, each vassal takes up a diplomatic slot, and starting a nation off with more diplo slots than they have would just make the game boring. In any case, it's super easy to mod if you want to increase the number of vassals for your game.


Only if they're a massive monocultural/monoreligious blob in CK2. Hordes aren't as powerful in EU4 as in CK2 (especially as time passes), when we experimented with giving them lots of vassals they immediately imploded without a chance of recovery. With the added direct vassal cores they still have a fairly big chance of breaking up, though it's not as deterministic.

In any case, we had some ideas on having options to break up massive nations/cultures/etc, but we're saving that for the future.
But nomads are monocultural-monoreligious in the steppes because of the mechanics, not because they achieved it in CK2.
 
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All good points. But it probably is their symbol; who else would it be for, if not the Iconoclasts?

Zunists?

Also, I gotta say, the presumed Yazidi and Fraticelli symbols alone kinda makes me want to drag one or both of them through Crusader Kings II and into the Europa Universalis era. But I'm nowhere near good enough to try anything like that. (And I like the Manichean symbol as well, but there's decent odds they'll survive my current CKII game without help...)

The symbols are all for the EUIV era. They are the symbols for the religions when they convert over.
 
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No they weren't as far as I know. That's why adding them isn't a very high priority :)
If we do add religions to the base game we want do it as well as possible.
How about Nestorians supposedly populating Socotra, as claimed by Marco Polo?

Also, Lollards (EU4 rebels) could be given an option to eventually adopt their own religion.
 
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Nope they have been confirmed to be the sun by the devs. Also there are plenty of crosses, which is probably why they went with the broken statue.