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Can you push the end date for Imperator to auc1066 (AD 313)? That was the year of Constantine's Edict of Milan, which (although Constantine likely won't exist in this alternate timeline) would make for a nice nod to history.

It might be worth considering to push the end date through the migration period (~AD 568 or auc1321), because Imperator has some really great migration mechanics, but CK2 doesn't have them at all. The issue there is Christianity really does not fit well into Imperator (pig stabbing etc.).

=== Religion Conversion ===

Each Imperator City has a Religion so that will be mapped as CKII Province Religion. New Religions will need to be defined in CKII to ensure conversion.
There is a historic pagan religion in CK2 (though not on the map in any starting dates). Any non-defined religions from Imperator could be converted to that for initial versions of the mod at least to keep it simple.
 
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Can you push the end date for Imperator to auc1066 (AD 313)? That was the year of Constantine's Edict of Milan, which (although Constantine likely won't exist in this alternate timeline) would make for a nice nod to history.

It might be worth considering to push the end date through the migration period (~AD 568 or auc1321), because Imperator has some really great migration mechanics, but CK2 doesn't have them at all. The issue there is Christianity really does not fit well into Imperator (pig stabbing etc.).


There is a historic pagan religion in CK2 (though not on the map in any starting dates). Any non-defined religions from Imperator could be converted to that for initial versions of the mod at least to keep it simple.

Eh I agree with 313 being a more relevant date to convert to, but I disagree with having Christianities rise happen in Imperator Rome. Moral Authority and the ability to reform to counter Christianity are almost essential to making Christianity neither too weak to be relevant nore too strong that its impossible to make alt history. Ck2 ensures a huge amount of flexibility for those with unreformed religions to work against the clock to reform themselves if they so wish before Christianity destroys them.

In contrast, you can vaguely simulate Germanic migrations by using horde events on Germanic pagan tribals bordering civilised nations. Its not perfect but a vastly lesser of evil than putting Christianities rise in Imperator Rome where balancing between making Christianity’s rise common, but not inevitable and actually dictated by player options would be virtually impossible to do
 
Get ready for 1150 years of CK2. :eek:

How would the rise of Christianity be handled in I:R? Hypothetically.

From what I understand, IR won’t deal with any Christian mechanics, instead having Christianity fire once you start ck2 (Spawning primarily in holy site areas held by pagans)

I mostly agree with this as IRs religion mechanics aren’t the greatest, though some flavour about Jesus being crucified in IR would be nice
 
Honestly not gonna lie, looking forward to spreading Buddhism throughout the Middle East and Mediterranean, and having the religious war come down to a Christianity centered in the West and a Buddhism in the East by Ck2
 
A militant and expansionist Buddhism — would Siddhārtha approve of this :oops:

I haven't played Buddhism yet in I:R but I was thinking of playing Jain and conquering India, though that is very un-Jain-like. Slaughtering pigs definitely does not align with Jainism, lol. Oh, Paradox.
 
A militant and expansionist Buddhism — would Siddhārtha approve of this :oops:

I haven't played Buddhism yet in I:R but I was thinking of playing Jain and conquering India, though that is very un-Jain-like. Slaughtering pigs definitely does not align with Jainism, lol. Oh, Paradox.

Indo-Bactria shall become the Rome of the East!

But yeah. Really hyped. I love Radu’s ideas for the converter and looking forward to playing it. In the end for those wanting to preserve their unreformed religions, reforming should feel like a race against time as you build temples up and boost moral authority while Christianity grows steadily in your kingdom the moment weakness strikes. Sounds absolutely thrilling
 
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Some personal ideas:
I think IR shouldn't be one-to-one reflected into CK2, instead, the situation of the world in IR could be a 'seed' of the world in CK2. Which means great empires you build in IR will be corrupted in CK2, while its legacy and remnants will strive for a future in the new, dangerous world. This can make the converted world in CK2 more vivid and players can get a chance to rebuild their empire and lead it to glory again.
 
Some personal ideas:
I think IR shouldn't be one-to-one reflected into CK2, instead, the situation of the world in IR could be a 'seed' of the world in CK2. Which means great empires you build in IR will be corrupted in CK2, while its legacy and remnants will strive for a future in the new, dangerous world. This can make the converted world in CK2 more vivid and players can get a chance to rebuild their empire and lead it to glory again.

Eh, that once again goes way beyond the scope of the converter. A stability drop event for every civilised nation and Germanic nations bordering civilised ones getting hordes would give more than enough challenges (Along with Christianity spreading and later the Huns invading)

I have no clue how you could even “corrupt the empires people make” without this type of generalised approach as how one persons game turns out may look rapidly different to another, meaning accounting for every scenario is impossible
 
By the way, I assume this is obvious, but can Egyptian Pagans in Ck2 get build Pyramid doctrine by default? :p Can’t honestly think of a religion more suited for it.

Curious what you end up doing with holy sites for various new religions. WTWSMS might be a good mod to look at to quickly figure out :)
 
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Btw, bump. Whats the progress on the mod so far @Radu ?
I'm guessing he needs to wait for a fix for modding the 00_defines file. As it is, it won't load from the mod directory, so changes can't be made to alter the timeline.

Btw @Radu how are you converting civilization levels? By AD 300 everything would likely be at civ 100 and barbarian strongholds would all be gone.
 
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I'm guessing he needs to wait for a fix for modding the 00_defines file. As it is, it won't load from the mod directory, so changes can't be made to alter the timeline.

Btw @Radu how are you converting civilization levels? By AD 300 everything would likely be at civ 100 and barbarian strongholds would all be gone.

Oh? Is the 00_defines not working? Genuinely curious whats going on with that
 
Yeah I think a lot of modders are just waiting for v1.1 to get that fixed (hopefully). The cynic in me wonders if PDS wants us to pay for DLC to "unlock" the timeline. :rolleyes:
 
Yeah I think a lot of modders are just waiting for v1.1 to get that fixed (hopefully). The cynic in me wonders if PDS wants us to pay for DLC to "unlock" the timeline. :rolleyes:

Thank you tons for the info btw :)

In any case I’m hyped as hell to eventually mega campaign from Imperator to eventually Stellaris :D

Btw you sound like you know what you’re doing with modding :) You should work with Radu to help make this converter and talk about your ideas for it as well
 
Thank you tons for the info btw :)

In any case I’m hyped as hell to eventually mega campaign from Imperator to eventually Stellaris :D

Btw you sound like you know what you’re doing with modding :) You should work with Radu to help make this converter and talk about your ideas for it as well
I'm just experimenting a bit to learn how, but it's pretty fun. Not easy though for those of us who don't really know programming.
 
Alright, a quick update. Presently I'm working on porting over the existing Paradox File Parser written in C++ to C#. Once that's done I will make the first steps on the actual save game converter itself.

Consider this the May Update :) Hopefully by the end of the month many of the present issues in Imperator are addressed and we can hit the track running when it comes to actually making the first converted worlds.