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Dr. Dudelsack

Second Lieutenant
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May 23, 2019
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Greetings! The converter team is back with a more-unorthodox converter for you to enjoy, which enables you to continue a campaign played using Imperator:Rome's popular Bronze Age:Reborn mod into regular Imperator:Rome, and by extension, allowing for a continuous, 4,000-year Megacampaign from Bronze Age:Reborn to Hearts of Iron IV.

The converter has detailed documentation available at its wiki page, please read it if you need any explanation on how the conversion works.

Latest Akkad Release (Download)

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Compatible with Imperator:Rome 2.0.5

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Past Releases
0.1 - Akkad

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FAQ


Q: Is this the official converter?
A: This converter has been done by the same team that specializes in other Paradox converters: CK2->EU4, EU4->Vic2, Vic2->HoI4, CK2->EU3, EU3->Vic2, Vic2->HoI3, CK3->EU4, IMP->CK3, IMP->CK2, EU4->Vic3, Vic3->HoI4. It is not official, but the team is experienced.

Q: I have an ironman save. Can it be converted?
A: Yes.

Q: I play with Imperator:Invictus as my new vanilla. Can I convert my Bronze Age save into Invictus?
A: Yes, the converter has an Invictus hybridization option. You will need to add Invictus to the auto-generated playset post-conversion.

Q: I play with Terra Indomita to add East Asia to the map. Can I convert my Bronze Age save into TI?
A: Yes, the converter has a Terra Indomita hybridization option. You will need to add Terra Indomita to the auto-generated playset post-conversion.

Q: I used other mods while playing my Bronze Age save. Can I still convert my Bronze Age save?
A: Generally any mod which is compatible with Bronze Age:Reborn will also be compatible with the converter. Whatever new cultures and religions are brought by the mod - you'll have to add manually in the files in the configurables folder.


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Quick Troubleshooting

Q: When starting conversion, conversion immediately ends, not producing anything.
A: Upload your save, log.txt and errors.txt to this forum for further study.

Q: I loaded my mod, but nothing changed. What's wrong?
A: Is the mod enabled in the launcher? If so, then I:R refused to load it due to possible errors. If you hybridized with another mod, such as Invictus, the other mod has to be added to the playset, and the converter mod has to be loaded second in the launcher. Otherwise, respond to this forum and upload your save, log.txt and errors.txt so we may debug.

Q: The country crashes upon selecting a country and pressing play (at map selection)
A: Upload your save, log.txt and errors.txt to the this forum for further study.


Q: The game forbids me to select nations.
A: Upload your save, log.txt and errors.txt to the this forum for further study.
 
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This is so cool, I wanna ask whether things like ruler histories/regnal numbers and family trees will be visible in the converted game still? And are there any plans for adding events between the bronze age mod's scope and the start of imperator proper? Thanks in advance!
 
You guys always make my wildest and nerdiest dreams come true O.O
You're welcome, we're always happy to oblige, lol.

What made the team decide to work on a mod-starting converter?
I'm a big fan of the Bronze Age mod, and with the start of Bronze Age and the start of Crusader Kings being about 3,000 years apart, it didn't make sense to do a direct conversion between the two, so we created a new converter instead.

This is so cool, I wanna ask whether things like ruler histories/regnal numbers and family trees will be visible in the converted game still? And are there any plans for adding events between the bronze age mod's scope and the start of imperator proper? Thanks in advance!
We're glad you like it! I don't think regnal numbers convert over, but I could look into it in the next patch, however, with the character pruning option set to minimum, barring characters residing in dead countries, all of your family history will be converted over.

There are a couple of events to simulate the timegap, namely historical colonies: Notable cities, such as Tyre and Korinth, would later go on to create and establish new cities overseas, such as Carthage and Syracuse, some of which became major powers in their own right. If one of these colonial cities is conquered and changed by another power in the Bronze Age, their off-map colonies will change as well, reflecting the new history of your savegame. If Egypt conquers Tyre, Carthage will instead become an Egyptian "Niwt-Ipt," or if the Trojans reverse history and invade Greece, you might see a "Kofu-Kofuu" on Sicily instead. There are over 100 different custom name combinations for alternative colonies.
 
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What will China look like in the mod? Will it just be the same as the normal map?

Also, is there any issue to converting before 304 BC?
Indeed, in Terra Indomita hybridizations, China will remain unchanged.

There shouldn't be any issue with converting before 304 BC, as the converter converts pops on a relative basis, rather then an absolute: A total of 8,550 pops are always redistributed in the converted world, where the most populous territories will gain a greater percentage of the pops. I'd recommend playing at least 100 years in Bronze Age before converting, because Bronze Age is basically a shattered world and more time will give more time for countries to consolidate.
 
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Having been checking up on the progress of the converter over the last two years this is incredible work. Well done to all of you!
Thank you, we appreciate it!
 
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What determines the Heritage I get from BA and also the holy sites are all gone, is that normal? if so where can I modify them?
In the current version, they're determined by culture-group, region, or capital terrain, but I think in the next update I'll add an option to directly convert over country heritages as they were in Bronze Age.

With certain religions splitting depending on culture, I have not figured out a good way yet to translate over holy sites, so the currently the converted save starts with none. If you have any suggestions, I'd be happy to consider them!

Holy sites can be added by going to setup/provinces/01_converted_provinces.txt, and adding holy_site=omen_name within the desired province entry.
 
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In the current version, they're determined by culture-group, region, or capital terrain, but I think in the next update I'll add an option to directly convert over country heritages as they were in Bronze Age.

With certain religions splitting depending on culture, I have not figured out a good way yet to translate over holy sites, so the currently the converted save starts with none. If you have any suggestions, I'd be happy to consider them!

Holy sites can be added by going to setup/provinces/01_converted_provinces.txt, and adding holy_site=omen_name within the desired province entry.
What about heritages so I can manually add them in
 
What about heritages so I can manually add them in
To add custom heritages, create a folder called heritage in common/, and create a new file within that new folder called 000_converter.txt. In there, you can copy/paste any heritage from Bronze Age's common/heritage folder, and switch the BA tag to the converter-generated tag.