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Seidita said:
Hey i was wondering if you were considering doing a fortress conversion? Like lvl 5 = small redoubt and lvl 6 = large redoubt or something. Just an idea.

Yea, we can have a look at that! You should really be rewarded for building mighty fortresses, somehow. :)
 
Hi guys, after the weekend, I'm back at the forum...

I agree with the idea of converting fortresses if that could be implemented.

Events... mmhhhh, I don't know about them right now... I am of the idea of finishing off core things (such as pop conversion) and then tweaking off minor things so as not to to detour ourselves from the goal...

Civilised all latin cultures, yes. Orthodox, dunno... It'd be ironical having an uncivilized UK, for instance, and a mighty Zulu... otherwise the name of the game should be "Shaka" instead of "Victoria" :D :p :rofl: ;)

Apart from that, everything looks great. Eagerly waiting for the next release to test...
 
kokomo said:
Hi guys, after the weekend, I'm back at the forum...

I agree with the idea of converting fortresses if that could be implemented.

Events... mmhhhh, I don't know about them right now... I am of the idea of finishing off core things (such as pop conversion) and then tweaking off minor things so as not to to detour ourselves from the goal...

Civilised all latin cultures, yes. Orthodox, dunno... It'd be ironical having an uncivilized UK, for instance, and a mighty Zulu... otherwise the name of the game should be "Shaka" instead of "Victoria" :D :p :rofl: ;)

Apart from that, everything looks great. Eagerly waiting for the next release to test...

Hello kokomo! Glad to have you back.

Update on project status: I have finished to POP converting code, and the results are really cool. I have only populated Europe and NA as of yet, but it works like a charm. I have built a special file that holds every Prov's Culture and Religious data for the occasion. I might need some help finishing it... as well as testing the application before release. Are you up for it?
 
montyP said:
Hello kokomo! Glad to have you back.

Update on project status: I have finished to POP converting code, and the results are really cool. I have only populated Europe and NA as of yet, but it works like a charm. I have built a special file that holds every Prov's Culture and Religious data for the occasion. I might need some help finishing it... as well as testing the application before release. Are you up for it?

Sure! No problem... I'll test it at home at night... probly post results at this same time tomorrow if that's ok... I do have a 5 or 6 hour difference behind you guys, remember ;)
 
i see you are finishing culture convertion, how are you going to manage POPs? is the next step population convertion? for example Venice in EU 500k Venice in Victoria 1000k? or something?
 
Ironfoundersson said:
What about level 3/4 is a level 1 fort and level 5/6 is a level 2 fort. Victoria GC has few level 1 forts and no level 2 forts iirc so you would want them to be rare.

I'll go along with that, although converting onto level 2 Vic fortresses should be extremely rare.

I do not recall right now if any special tech is needed for that...


BTW, shouldn't any infra be correlated onto Railroads?
 
Ironfoundersson said:
What about level 3/4 is a level 1 fort and level 5/6 is a level 2 fort. Victoria GC has few level 1 forts and no level 2 forts iirc so you would want them to be rare.

Maybe lvl 4/5 fortress gives a lvl 1 fort, and a lvl 6 gives a lvl 2 fort. That way they will be rare, as they should.
 
germax said:
i see you are finishing culture convertion, how are you going to manage POPs? is the next step population convertion? for example Venice in EU 500k Venice in Victoria 1000k? or something?

Something like that... Some EU2 territories have 2 or more Vic territories and I give the main territory 2 * it pop, the rest I give 1 * its pop. In the tests I have run the populatons didn't get to big, but we'll have to tweak the values before the release.
 
kokomo said:
Sure! No problem... I'll test it at home at night... probly post results at this same time tomorrow if that's ok... I do have a 5 or 6 hour difference behind you guys, remember ;)

I sent you a private message with a link...

BTW: my 100th post!!
 
kokomo said:
I'll go along with that, although converting onto level 2 Vic fortresses should be extremely rare.

I do not recall right now if any special tech is needed for that...


BTW, shouldn't any infra be correlated onto Railroads?

I don't think there should be any RRs in the conversion. There are only about half a dozen at the start of the regular GC.
 
montyP said:
Something like that... Some EU2 territories have 2 or more Vic territories and I give the main territory 2 * it pop, the rest I give 1 * its pop. In the tests I have run the populatons didn't get to big, but we'll have to tweak the values before the release.

Good i like the idea, btw i was thinking that considering the EU2 game ends in 1820 and Vic starts in 1836, a modifier should be added to almost verything, including population, something like

Venice 1820: population: 500K Grow per year: 14% (example)
"after convertion"
Venice 1836: population of the three provinces: 500k*(the selected modifier for EU2VIC, lets say 2)*(yearly grow 0.14)*16 years = 2240000 for the total of the 3 provinces.
 
germax said:
Good i like the idea, btw i was thinking that considering the EU2 game ends in 1820 and Vic starts in 1836, a modifier should be added to almost verything, including population, something like

Venice 1820: population: 500K Grow per year: 14% (example)
"after convertion"
Venice 1836: population of the three provinces: 500k*(the selected modifier for EU2VIC, lets say 2)*(yearly grow 0.14)*16 years = 2240000 for the total of the 3 provinces.

EU2 population is only urban anyway (hence you can raise thousands of soldiers from colonies with only 700 people). So one needs to figure out some arbitrary multiplier anyway.
 
Golden_Deliciou said:
EU2 population is only urban anyway (hence you can raise thousands of soldiers from colonies with only 700 people). So one needs to figure out some arbitrary multiplier anyway.

I know a fair "multiplier" should be found, i just putted 2 as an example, thats why i need files to do some tyesting, i really want to have a lot of information

:D
 
germax said:
sorry i haven't post my testing results, at tyhis moment i only have 2 games to convert (because i didn't have time this weekend to play new ones for testing and those i have are the ones i used when trying converter for first time) so i was hopping you wait a little more, and i want your colaboration, can you please send me some files of ended games with the starting date information to my email germanpaparoni@hotmail.com or post the saved game in the forums, my plan is to gather like 50 games, convert them and take conclutions on what is the best way technology can be fixed, population converted, and things like armies and navies.

Check this site. It is used by the EU2 MP community and contains lots of end game saves. :)
 
On the subject of population conversion

Just a few ideas/questions/comments that sprang to mind:

1. In the event of population maximisation in EU2 (ie say Paris, London and Tokyo all at 999K), will the corresponding Vic states all have the same population? I presume yes.

2a. What about cultures? Constaninople immediately springs to mind. In the game, more times than not, the city gets converted to Turkish/sunni sometime in the mid-to-late 1400s. Yet in Vic, IIRC, there's something like a 60/40 balance between Turkish & Greek on the one hand and Sunni & Christian on the other.

2b. A point raised before: what if I, as say France, colonise the Horn of Africa? Will Vic show all the pops as French/Catholic (or, Heaven forbid! Protestant? :rolleyes: )

3a. Would it be possible to write the code such that the population of, say EU2 Paris gets distributed by a certain percentage within the region I belive called Ile de France in Vic? Such proportions being derived perhaps from the populations in the Vic 1836 Scenario?

3b. Likewise, would it be possible then to amalgamate the Vic populations files (the .csv files) with the pops derived from (3a), so that Constantinople, say, does not have a purely Turkish population? Also so that, say, the French colony in East Africa does have a native population too.

I realise that step 3b would result in pops' culture, religion and indeed levels not reflecting the end-EU2 situation directly, but it would allow for some diversity whereas otherwise we would get monolithic state cultures.

4. As for the mix of capitalist/aristocrat/labourer/clerk/clergyman... I presume that this again will be done according to a predetermined set of ratios? But what about labourers v. farmers? Does the Vic ai automatically convert the wrong labourer into a farmer and vice versa? Because the .csv files do differentiate between the two....

5. I assume that trading posts will be reflected as trading posts and not as owned provinces/states?


Good luck!
 
Emre Yigit said:
Just a few ideas/questions/comments that sprang to mind:

1. In the event of population maximisation in EU2 (ie say Paris, London and Tokyo all at 999K), will the corresponding Vic states all have the same population? I presume yes.

2a. What about cultures? Constaninople immediately springs to mind. In the game, more times than not, the city gets converted to Turkish/sunni sometime in the mid-to-late 1400s. Yet in Vic, IIRC, there's something like a 60/40 balance between Turkish & Greek on the one hand and Sunni & Christian on the other.

2b. A point raised before: what if I, as say France, colonise the Horn of Africa? Will Vic show all the pops as French/Catholic (or, Heaven forbid! Protestant? :rolleyes: )

3a. Would it be possible to write the code such that the population of, say EU2 Paris gets distributed by a certain percentage within the region I belive called Ile de France in Vic? Such proportions being derived perhaps from the populations in the Vic 1836 Scenario?

3b. Likewise, would it be possible then to amalgamate the Vic populations files (the .csv files) with the pops derived from (3a), so that Constantinople, say, does not have a purely Turkish population? Also so that, say, the French colony in East Africa does have a native population too.

I realise that step 3b would result in pops' culture, religion and indeed levels not reflecting the end-EU2 situation directly, but it would allow for some diversity whereas otherwise we would get monolithic state cultures.

4. As for the mix of capitalist/aristocrat/labourer/clerk/clergyman... I presume that this again will be done according to a predetermined set of ratios? But what about labourers v. farmers? Does the Vic ai automatically convert the wrong labourer into a farmer and vice versa? Because the .csv files do differentiate between the two....

5. I assume that trading posts will be reflected as trading posts and not as owned provinces/states?


Good luck!

I have not written down in readable format how pop conversion works (only in pseudo code :) ). But here is a go at your questions. Hope it is understandable…

1) Yes

2a) What we try to do is to give every territory a basic population with a culture/religion (based on the EU2 starting value). Then if the population changes the basic population will become a minority ~80 – 20 (it varies).

2b) Works as above, with the African culture/religion as a minority.

3a) As every EU2 territory can have more than one Vic territory, I used this approach. The main Vic territory (the first in the list) within then EU2 territory gets it’s population * 2. The others get * 1. Then it is added in it’s full size, giving it a * 4 addition when converted game is loaded. That is if London (main territory) has pop 100 000 in EU2 when converting. It will get a pop 800 000 in the converted game.

3b) See 2a and 3a.

4) In main Vic territories: Aristocrats, Officers and Capitalists are added depending on Baliff, Courthouse and Governor. Clergymen are always added. Soldiers are added depending on pop size. A territory with le than 30 000 gets no soldiers.

Clerks and craftsmen are added in territories with manufactories (national territory or not).

Victoria converts farmers – labourers.

5) Trading posts will become fully owned territories in the next version (will look over it later), but as they hardly will have any population they will not be much of an edge.


Really appriciate your comments!
 
Thanks for your kind words and the explanation. But I'm not sure I quite understand your replies to 2a and 3a....

2a) What we try to do is to give every territory a basic population with a culture/religion (based on the EU2 starting value). Then if the population changes the basic population will become a minority ~80 – 20 (it varies).

Why EU2 starting value? And if EU2 rather than a typoed Vic, starting value in which scenario? 1419 or 1795 can make quite a bit of difference. :)

As every EU2 territory can have more than one Vic territory, I used this approach. The main Vic territory (the first in the list) within then EU2 territory gets it’s population * 2. The others get * 1. Then it is added in it’s full size, giving it a * 4 addition when converted game is loaded. That is if London (main territory) has pop 100 000 in EU2 when converting. It will get a pop 800 000 in the converted game.

OK, so do I have it right if I say that: the Anglia province in EU2 corresponds to the "London" state in Vic2... which has three provinces: London, Bedford and Ipswich.

In the EU2 game, Anglia has a population of 600,000.

In Vic, London would get 600K*2=1.2M
Bedford would get 600K
Ipswich would get 600K

Let us say, for argument's sake, that the British are still Catholic :)

To the populations above you add the starting levels in Vic?? ("Then it is added in it’s full size")

So London's population would be 1,200K+520K (or so) = 1,720K with about 70% Catholic and 30% Protestant?

This is why I say that I'm a bit lost. :confused:
 
Emre Yigit said:
Thanks for your kind words and the explanation. But I'm not sure I quite understand your replies to 2a and 3a....

Why EU2 starting value? And if EU2 rather than a typoed Vic, starting value in which scenario? 1419 or 1795 can make quite a bit of difference. :)

OK, so do I have it right if I say that: the Anglia province in EU2 corresponds to the "London" state in Vic2... which has three provinces: London, Bedford and Ipswich.

In the EU2 game, Anglia has a population of 600,000.

In Vic, London would get 600K*2=1.2M
Bedford would get 600K
Ipswich would get 600K

Let us say, for argument's sake, that the British are still Catholic :)

To the populations above you add the starting levels in Vic?? ("Then it is added in it’s full size")

So London's population would be 1,200K+520K (or so) = 1,720K with about 70% Catholic and 30% Protestant?

This is why I say that I'm a bit lost. :confused:

Ok. The starting values for each territory is taken from the EU2 file "province.csv". There every territory gets a basic religion/culture (that can be discussed later on). I did it that way because the converted game is a continuation of an EU2 game. I use it in the form:

Code:
299 = {					#"Krakow"
                          culture = polish
		religion = catholic
	}

This I do for every territory. If population has changed sometime during gameplay (in any scenario) it is logged in the "province" tag of a EU2 save game file, and if it has changed I log it as "changed". Then the new culture/religion majority 80%.

Yes, Anglia becomes London, Bedford and Ipswich.

If Anglia has pop 600,000, London gets 4.800,000, Bedford 2.400,000 and Ipswich 2.400,000.

If the population in London has changed from protestant to catholic, catholic will become dominant religion 80%.

Hope it helps. :)
 
5) Trading posts will become fully owned territories in the next version (will look over it later), but as they hardly will have any population they will not be much of an edge.
What about natives in a trading post? Are they converted, too? Maybe they should get a starting militancy depending on their EU2 aggressivness.