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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.
 
Chaingun said:
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.
Yeah, I agree. You can have a playable scenario without military, but not without economy...
 
Eu2vic

I want to try EU2 to VIC,where to download EU2VIC?Can anyone tell me?Thanks,


iGenovese said:
I have just downloaded EU2VIC and expanded it into its own directory. I have been hoping for something like this, and just now saw this thread. I wish to test EU2VIC. Let me know what else I might do.

Can I point it at any saved EU2 game file and expect a reasonable conversion? ...or does it only work with the files provided?


-iGenovese
 
DC1 said:
I want to try EU2 to VIC,where to download EU2VIC?Can anyone tell me?Thanks,

See the first thread in this forum (it is called "Downloads" and is stickied). The file is called EU2Vic_Code.zip (but it does include the program as well as the code).
 
EU2VIC conversion

Thanks,I got the EU2Vic Zip,still have problem.I open and loaded succefully EU2VIC.exe
Following "please enter the EU2 Scenario to conver"there are 2 files.one ended with eug.cfg,the other with .eug without .cfg which one should I enter?If just one,if so which one?Or both with a commer in between?
I have try to enter the whole thing,C:program Files\Strategy First\Europa Universalis 2\Scenarios\Save Games\Denmark_march_1587.eug.cfg or the one without .cfg or even both with a commer in between
None works,it won't convert.What I have done wrong?Please help.
 
Use the .eug one.

Copy the save game you want to convert to the same folder where you have the EU2VIC converter. Start the program and type "Denmark_march_1587.eug". When the program is done type a name for the new save game, for instance "Victoria_Denmark_1587.eug" (don't forget the .eug!!). This file is stored in the same folder as the EU2VIC converter, copy it to your Victoria save game folder and you can load it as a save game if you start Victoria.
 
there is no conversion of the mughal empir, but this country exist in victoria.

eu 2 tag
MOG (moghol empire) !

vic tag
MUG (mugolh state)

event file in victoria : india.txt
 
Ironfoundersson:

If you're going to add some more countries, download Eu2Vic again. I added a few more coutries, MUG is one of them (not sure on the culture for them though).

BTW: Does anybody know what type (nr) is regarding military units? Every country seems to have a difffrent type number for their units (PRU - 19400).
 
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I think this tool is amazing, but I have one question: how do countries get chosen as uncivilised? It's probably in the game engine. All the nations in my fantasy scenario converted are uncivilised though.
 
tombom said:
I think this tool is amazing, but I have one question: how do countries get chosen as uncivilised? It's probably in the game engine. All the nations in my fantasy scenario converted are uncivilised though.

It's dependent on EU2 tech level. A country has to reach a certain level in all four techs. The levels are in the readme.
 
In the new version, you haven't included Ironfoundersson's new tag lists. Also, when I convert my fantasy scenario with tihs one, I get an error on start up saying something about a missing = in cash.
 
tombom said:
In the new version, you haven't included Ironfoundersson's new tag lists. Also, when I convert my fantasy scenario with tihs one, I get an error on start up saying something about a missing = in cash.

No I didn't add them, I'm still waiting for him to put in those cultures:) Don't want to do it twice...

Can you put up the scenario somewhere so I can download it? It's never happend to me, but haven't really spent a lot of time testing the program thuroughly (so it might be a bug:-().
 
You may not believe me when I say it makes my truly glad to see this project develop at a rapid pace without my interferance. I thought it was doomed for a while seeing that Ohm's_law might not have enough time (that is, no more than I have for these things). By the way, this is my first visit to the forums today, and a short one. Compare that to the 10x visits and probably 30-60 minutes spent during my summer vaccation. Clearly it's much better now with someone who can dedicate himself as an active programmer. :)

Congratulations once again MontyP for your excellent work.
 
I'd like to make some suggestions as far as POPs are concerned. I know not so much about programming, but I know a lot about game mechanics, so I hope I'm helpful:

POPs and Culture/Religion:
1. I think you should key each province to their starting religion and create a religious minority in that province if the religion changed since the beginning of EU2. Thusly, if Venice converts Crete to catholicism in EU2, the converter tool would see that Crete's original religion was orthodox, and would designate perhaps 5% of the region as orthodox and 95% as catholic. The exact numbers would have to be tweaked.
2. A cultural minority should probably be created in the following circumstances:
a. A country's home provinces should only have cultural minorities created in the event of that country gaining additional cultures during the game. For example, if Byzantium stays catholic, it should get italian cultural minorities in some of its home provinces, probably at random.
b. Colonial provinces should probably all have a small cultural minority keyed to their specific location. Aztecs/Mayans in Mexico, AmerIndians in America, etc. This should be keyed to the specific province.
c. One or more slave pops should be created in every major area where slavery was legal at the time of Vicky's startup. This should be in addition to the normal pops, as EU2 doesn't even consider slaves and doesn't factor them into city population. I would also argue that indentured farmers, serfs, and the like should be factored in and counted as slave pops as well.

POPs and militancy/consciousness/plurality:
1. Consciousness should be directly tied to your country's innovativeness slider (probably where the center of the slider=about 4 consciousness, and each notch up or down puts it up or down one, with negatives being 0), and plurality should probably be tied to centralization (although I'm not quite sure how plurality works yet). Militancy should probably be tied to the actual revoltrisks of each of your provinces, where 1%=1 militancy or so.

POPs and type distribution:
1. Okay, here's where things start getting tricky, but here we go:
a. Aristocrats/Capitalists: Keyed to the aristocracy/plutocracy slider and to the mercantilism/free trade slider. The tool should check for EU2 COTs and place Aristocrats/Capitalists in and around them before placing them in other provinces.
b. Clergymen/Clerks: Keyed directly to the narrowmindedness/innovativeness slider. The tool should check for the EU2 provinces with the highest population and place clergymen/clerks in and around these provinces before placing them elsewhere. +1 Clerk in any province which has every civic building upgraded.
c. Soldiers/Officers: Keyed directly to the quantity/quality slider. This would have to be the most lopsided as far as proportion goes; in order to have as many soldiers as officers you'd have to be way way over on the quality side.
d. Craftsmen/Farmers&Laborers: Keyed directly to the Free Subjects/Serfdom slider, although no province should start with a craftsman but no factory.

Other Ideas Concerning Policy Sliders:
1. Having more plutocracy should increase the number of clippers you start with, while having more aristocracy should increase the number of cavalry divisions in the reserve pool.
2. Having more innovativeness should increase starting literacy, where maximum innovativeness should probably be about 50% literate.
3. Perhaps more defensive doctrine should mean more existing forces become allocated to the reserve pool by the tool.
4. More naval should probably increase the number of clippers you start with, and perhaps more land should increase the number of divisions in the reserve pool somewhat.


Oh well, that's everything that popped (no pun intended) into my head when I saw this project. Good luck on it.

EDIT: Oh, and any province which is occupied by a country that does not have its culture should get a cultural minority POP of the primary culture of that country. That's all for now!
 
Chaingun said:
You may not believe me when I say it makes my truly glad to see this project develop at a rapid pace without my interferance. I thought it was doomed for a while seeing that Ohm's_law might not have enough time (that is, no more than I have for these things). By the way, this is my first visit to the forums today, and a short one. Compare that to the 10x visits and probably 30-60 minutes spent during my summer vaccation. Clearly it's much better now with someone who can dedicate himself as an active programmer. :)

Congratulations once again MontyP for your excellent work.

Hello chaingun!

First of all I wan't to thank you for the exellent code (I hope you didn't mind me not asking before using it!?). It well structured and easy to follow so it was pretty simple to get going. I didn't really plan to do this much... It just happend... And then I posted it here for everyone to use...

Second, a lot of the most tiresome work was already done (by everyone in the forum). I got the fun part... So carrying on the torch wasn't that hard...

And third, thank's man!