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It's about a kingdom away, so I don't think that's the problem. It may be that fourth palace that I'm constructing one province away from the second is confusing it, as it's trying to convert the unfinished wonder and ens up giving me nothing. Not sure though.
Right, caught the bug and fixed it. We used to insure you owned the eu4 province when you had a wonder in the contesting CK2 province, but we didn't ensure the wonderful (har) province was the one that mapped into eu4 one - as it looked for a province with most development. Now a wonder will ensure the right province was selected.

Please grab the latest Capet build and give it a shot.
 
Maybe it's some DLC that's required, I honestly don't know. Tribs don't appear in relation slots but they are present in that overview window.


As well as you'd expect, animist, fetishist and so on. Reformed ones fare much better, except for west africans. We didn't fix those yet.
Could you do reformations the way native american pagans have it? Or is it too much of the work and not your aim in the mod?
 
Could you do reformations the way native american pagans have it? Or is it too much of the work and not your aim in the mod?
We have something more ck2-oriented in mind for the future.
 
Right, caught the bug and fixed it. We used to insure you owned the eu4 province when you had a wonder in the contesting CK2 province, but we didn't ensure the wonderful (har) province was the one that mapped into eu4 one - as it looked for a province with most development. Now a wonder will ensure the right province was selected.

Please grab the latest Capet build and give it a shot.

Thanks for the quick response! It seems to be working now with the new build.

I was slightly worried that my emperor would have only one glorious palace and would thus be mistaken for a common peasant!
 
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I converted my current "Aladdin" run and i really like the idea of having "Crusader universalis" as an original and earlier start date, poor Tang... after i end the Bizantines in CK2 i will be conquering them i guess.

I tested other mods and saves i have and noticed that when the mod dont detect a culture/religion because its not in the converter files it converts it into local cultures/religions of EU4 (an amazing thing anyways), i think i will have to see where are the files that i have to mod in the converter because obviously it dont reads the files i made for the official one. Edit: i believe that are the culture_map/religion_map files.


I congratulate the team for doing yet another amazing work with this tool.
 

I converted my current "Aladdin" run and i really like the idea of having "Crusader universalis" as an original and earlier start date, poor Tang... after i end the Bizantines in CK2 i will be conquering them i guess.

I tested other mods and saves i have and noticed that when the mod dont detect a culture/religion because its not in the converter files it converts it into local cultures/religions of EU4 (an amazing thing anyways), i think i will have to see where are the files that i have to mod in the converter because obviously it dont reads the files i made for the official one. Edit: i believe that are the culture_map/religion_map files.


I congratulate the team for doing yet another amazing work with this tool.

Please upload your save and the mod that changes cultures and religions so we can fix the rummager.
 
Please upload your save and the mod that changes cultures and religions so we can fix the rummager.

When i finish that savegame i'll post it here, im still playing that game, i was just testing how the converter worked.
 
Is there anyway to keep the vanilla EU4 development in the converted game?

Yeah, grab the latest Capet build.

When i finish that savegame i'll post it here, im still playing that game, i was just testing how the converter worked.

If you upload it now, I can fix the converter by the time you're done with the game. I also need the mods you're using that alter the religions/cultures so I can load the game.
 
Loving the work you have been doing on this converter, It's fixed a good few issues I had with the official one. Not sure if this is the place to suggest features but it could be cool to have an option to dismantle empires/kingdoms based on a config file.
 
Loving the work you have been doing on this converter, It's fixed a good few issues I had with the official one. Not sure if this is the place to suggest features but it could be cool to have an option to dismantle empires/kingdoms based on a config file.
Yeah, we'll code this in soon.
 
Loving the work you have been doing on this converter, It's fixed a good few issues I had with the official one. Not sure if this is the place to suggest features but it could be cool to have an option to dismantle empires/kingdoms based on a config file.
Right, this is now in. Grab latest Capet.
 
I don't know if this is too hard to do or something, but it would be nice to have an option to use de jure land instead of de facto land when creating vassals/PUs to cut down on bordergore. I understand why my Scandinavian PU owns Hungary but not Norway, but I still don't like it.
 
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Here's the save that I converted over into eu4 that needs to be looked at. I hope this helps with making this converter. Btw I'm Dairy Deity.
 

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I don't know if this is too hard to do or something, but it would be nice to have an option to use de jure land instead of de facto land when creating vassals/PUs to cut down on bordergore. I understand why my Scandinavian PU owns Hungary but not Norway, but I still don't like it.
Not trivial. We do this in 2 stages:
1. We separate multiple crowns according to de jure land. King of sweden, norway and hungary will retain primary title (eg norway) and others go into PUs. Land under sweden goes to sweden, under hungary goes to hungary, and under norway + all defacto land elsewhere goes to primary title.
2. Then and only then we look at vassals. If say, entire hungary is under a single megaduke, he becomes a vassal of Hungary, which is junior partner of Norway. However, it's quite possible for that duke to hold land in sweden and norway, which again go to him, it's his land. This results in gore.

I see no trivial mechanism to change this without separating land legitimately owned by someone from his rule.
 
Here's the save that I converted over into eu4 that needs to be looked at. I hope this helps with making this converter. Btw I'm Dairy Deity.
Thanx. Caught and fixed, grab latest Capet build.
 
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So I converted a save from ck2 into eu4. The CK2 campaign i ended around the year 1000 and then i started eu4 at the regular date it caused a number of issues. Namely advisors and embracing institutions seemed to be very expensive compared to normal, this was only exasperated by the fact year 1000 in ck2 means low development everywhere. You fixed one of the issues in the newest build letting us favor eu4 development. Maybe there should be an option to convert the game straight into the correct eu4 start date? Either way in the year 1821 enlightenment hasn;t been embraced everywhere in europe which caused a bunch of euro countries to be unciv at the start.
 
So I converted a save from ck2 into eu4. The CK2 campaign i ended around the year 1000 and then i started eu4 at the regular date it caused a number of issues. Namely advisors and embracing institutions seemed to be very expensive compared to normal, this was only exasperated by the fact year 1000 in ck2 means low development everywhere. You fixed one of the issues in the newest build letting us favor eu4 development. Maybe there should be an option to convert the game straight into the correct eu4 start date? Either way in the year 1821 enlightenment hasn;t been embraced everywhere in europe which caused a bunch of euro countries to be unciv at the start.
We have two bookmarks, the Crusader Universalis which lets you start at 1000 (or whenever you convert) and the other one at 1444. Problem with starting at 1444 if you convert too early is that game inflates advisor prices based on the defined start date in defines.lua. For 100 years gap, things won't be too out of place. For 450, you'll pay through the nose. And that file can't hold two starting dates, it has to be the date of the earlier conversion.

This means, to fix this, just edit the date in common/defines/00_converter_defines.lua override.
 
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Um, when I convert it, it goes through all its steps, and then it says it can't find an output folder. I tried to make one manually with an empty folder with the name of the mod, but that doesn't work. In an earlier version I was using it converted, said it wasn't going to because of a lack of folder, then put it somewhere else in the converter's files. How to fix? I'm using the latest version of the Development Release