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So... OhmsLaw, we're waiting for your orders, sir!
 
Im moving houses right now, and its taking alot longer than i thought it would.
progress so far, i've put an actual windows interface on it. makes getting file paths correct alot easier. looks pretty ugly though.

i did a test run through with an actual EU game that I played. right now, its doing a good job with converting most of the states to VIC, but its far from 100%. keep in mind that im still learning what chaingun did, but i think we can do better with tag conversions.
the next obsticle, in my view, is gonna be pops. it just doesnt make sence to have things, like in my test case, where as france i had the southern US (basically the CSA) french colonies yet the population was historically dixie/slaves... this is gonna take a lot of work, but i think it can be done.
 
OK... no problem...

We'll be waiting for you when you're ready to go, ok?

Provinces have been ID'id and we had to take some liberties here because of the dissimil EU-Vic provinces. Check the geography thread for more feedback about it. So far, as long as you get at least a level 1 trading post in EU, you get that province in Victoria. Suggestions were made once about converting trading posts onto "claims"... debate is still open

Tags are not complete yet, that's a W.I.P. where our friend Ironfoundersson can give you a hand most likely.

Pops have not been touched yet. It's a virgin territory to venture in.

The same goes for factories.

What do you think about armies? Should they be converted? Can that be done?
 
i've been following the provence id progress so far, and that looks pretty good. from what i saw in the test that i did, that looks like its doing pretty good as well.

tags are the real sticking point right now, as i said before...

factories, i think im just gonna go with ironfoundersson's idea. seems like a good way to do things based on the testing that he's done.

as for army's and navies, i think i'll come up with a way to leave it up to the players. nothing about this has to be set in stone. i can add a radio button to give the person doing the conversion some options on how to actually convert everything.

Pops are a new territory, and its something that i hadn't even considered until i did my test. im thinking that we're gonna have to use the popmaker tool, but i dont really have any experience using it. i've started checking it out in my free time though, so more to come...
 
ohms_law said:
im thinking that we're gonna have to use the popmaker tool, but i dont really have any experience using it. i've started checking it out in my free time though, so more to come...

What;s this popmaker about?
 
Well, armies can and should be converted, no? AFAIK and IMHO, recruiting brand new armies is far, far more difficult in Vicky than in EUII, so whether you start with an army or not makes quite a difference. Plus, what if some nations were at war when the game was saved?

Let's not make it too difficult. 10'000 soldiers simply equal a full-strength Vicky division, fractions thereof under-strangth divisions. Whether infantry is regular or not depends on tech-level, and cavalry becomes cavalry.

As for navies, I rather like my above suggestion :cool: .

CoTs haven't been touched on either. I suggest either factories or bonus capitalist POPs.
 
ohms_law said:
as for army's and navies, i think i'll come up with a way to leave it up to the players. nothing about this has to be set in stone. i can add a radio button to give the person doing the conversion some options on how to actually convert everything.

It would be nice to convert the armies you had in EU onto Vic.

IMHO soldiers would be converted onto plain infantry (without any brigades), cavalry as well and navies could follow a similar pattern....
 
Lord Asharak said:
Let's not make it too difficult. 10'000 soldiers simply equal a full-strength Vicky division, fractions thereof under-strangth divisions. Whether infantry is regular or not depends on tech-level, and cavalry becomes cavalry.

YES. Simplicity and ease to use should be the keys to this stage.
 
What if you completely split your infrantry into really tiny groups in EU2 just to create an incredibly huge amount of Victoria divisions? Yes, I know you do not think we should plan for exploits but I still think the most obvious ones have to be worked around. Perhaps the program should analyze the total number of troops first in EU2 so that no more fractional armies than sensible could be created?

Oh and this should be in the design thread. ;)
 
how about the program counts the total number of soldiers in a nation and dumps an equivalent amount of troops in the nations capital? that way there shoudnt be any exploit with small army sizes and most nations should have the cabability to transport the troops back to the borders easily.
with pops there are many factors to consider...nationality, occupation, number, actual amount of populace...the nationality refers to the fact that colonies (and/or a imported CK game) can easily change the demograhics (note 1). the occupation is weather they start as farmers or craftsmen or capitalists or aristocrats or what? makes a big difference (note 2). number is about the fact that the greater the amount of pops the 'better'. the populace...in eu2 the population is the number of citizens in the city, while in vic its the pop in the prov. they could be made equivalent with the proper factor, lets say for example the eu pop should be multified by 3 to get the proper viccy pop...it should be checked by checking the amount of populace in the end of a eu scenario and the start of a viccy scenario...

(note 1) in my opinion the system would be rather complicated but i'll explain it anyway...55% belong to the equivalent of the provinces eu culture 15% national culture 15% seconday national cultures 10% local minorities 5% random minorities...

(note 2) i'd aay make the distribution dependant on the sliders, techs, manufactories and randominity...example: aristocrats could depend on the aristocracy slider with 1 being 0.1% of the pop and err 10 being 1% of the pop...capitalists could depend on the innovativiness meter in combination with infra tech...they exist only if infratech >7 and how many depends on the slider...

sorry for being too lazy to find the design thread :)
 
Maybe it is possible to count all army in a country and provide one division of reserve troops per 10000 troops.

I noticed in a converted game that (besides from the nation I was playing with, being the Kaliphate, did not exist) every nation is an independent nation, maybe nations with an infrastructure below five? should become uncivilized countries...
 
Johan de Witt said:
Maybe it is possible to count all army in a country and provide one division of reserve troops per 10000 troops.

I noticed in a converted game that (besides from the nation I was playing with, being the Kaliphate, did not exist) every nation is an independent nation, maybe nations with an infrastructure below five? should become uncivilized countries...

good idea with the civilized/uncivilized, except, raise it to 7 or 8, since 5 isn't all that much of an accomplishment, pretty much all nations will reach that level by the end of the game

as for army i agree with the idea to cumulate total military power and dump all units to the capital, and navies to capital, or, if continental, to a port where the first fleet on the list is. it would be best to minimalize complications
 
Problem with dumping the armies in the capital is that the average army I have in EU2 is too expensive for any non-industrialized country to pay for.

If the troops are made reserve, it keeps the army payable and the new victoria units remain special. (If I start the game with 10 divisions of infantry, I won't be building any cuirassiers for the first 50 years. a Shame)
 
how bout some compromise? a percentage to go to reserve or to professional troops, because it would not be good if countries started with no proffessional armies at all. even simple rebellions could be problematic if you don't have enough prestige to obtain materials to build new troops. and this tends to be common in victoria.

also there should be a top limitation for troops. like 50 units/reserves max, or number of eu2 national provinces as victoria troop maximum. cause if you start of with an army of over million men... what's the point?
 
excellent idea!

if there could be some sort of .cfg file where one could set constants involving such issues it would be even better.
 
I'm eager to expect OhmsLaw back and carry on!!!
 
I don't think it's a good idea to dump ALL troops in the capital - if they country is big, and there's a rebellion and/or war going on, there will be problems. What about this?

- All units with less than 5000 men are combined and dumped into the mobilization pool.

- All units with 5000 or more troops are converted into deployed Vicky divisions.

(Infantry and Cavalry are tracked separately, of course).

Navies are not a problem, since we can make 1 EUII ship = 1 Vicky ship.

(About upkeep: You can always reduce army maintenance).

POPs: It would be immensely simplified, but what about making all the pops in the Vicky provinces the same culture as in the EUII province? It would remove a lot of the interesting parts of the Vicky nationalism, though.

Number and type of Pops should depend on the amount of "ressources" an EUII province produces, and whether it's a colony or not.
 
Lord Asharak said:
I don't think it's a good idea to dump ALL troops in the capital - if they country is big, and there's a rebellion and/or war going on, there will be problems. What about this?

- All units with less than 5000 men are combined and dumped into the mobilization pool.

- All units with 5000 or more troops are converted into deployed Vicky divisions.

(Infantry and Cavalry are tracked separately, of course).

Navies are not a problem, since we can make 1 EUII ship = 1 Vicky ship.

(About upkeep: You can always reduce army maintenance).

POPs: It would be immensely simplified, but what about making all the pops in the Vicky provinces the same culture as in the EUII province? It would remove a lot of the interesting parts of the Vicky nationalism, though.

Number and type of Pops should depend on the amount of "ressources" an EUII province produces, and whether it's a colony or not.

I like this army suggestion. About the navy: Once again it can be multiplied by a certain constant to produce a lower amount of Victoria ships.

Then again like I've always argued it's better if Ohm's_law finishes the economy stuff first. The military conversion would only be the finishing touch.