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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.

I can't recreate the error. Can you email the converted file?
 
DaRaskalKing said:
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!

That's a very very interesting idea, and all design thoughts are welcome!!! Great man!

One of the biggest difficulties I see with pop conversion though is the fact that the EU2 cultures sometimes include 2 or more Vic cultures. If for instance England occupy a territory with scandinavian culture in EU2, which of the 3 cultures should it be in Vic!?
 
montyP said:
I can't recreate the error. Can you email the converted file?

I found the error when adding Ironfoundersson's extra countries. It's because some EU2 provinces does not have a Vic representation...

I don't know anything about why it's so, maybe someone involved with province conversion can answer that...

The error will appear every time a country has a capitol in such a country. (you can fix it manually by editing your Vic .eug file where capitol = cash, and put in a correct Vic prov id).
 
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We thank you Chaingun for all of your hard work and I'm really glad the project is still moving forward... :)

IMHO we should stick to countries that only appear in the Vanilla edition (that means no Mods) due to any unexpected crashes that could appear for not having them installed. If you are really interested then you could add it on your very own file later on...

My 2 cents
 
montyP said:
That's a very very interesting idea, and all design thoughts are welcome!!! Great man!

One of the biggest difficulties I see with pop conversion though is the fact that the EU2 cultures sometimes include 2 or more Vic cultures. If for instance England occupy a territory with scandinavian culture in EU2, which of the 3 cultures should it be in Vic!?

This might be a long strech, but perhaps the history log can be examined by the converter? So if an american province is scandinavian, but owned by england upon conversion to victoria, the converter checks the history file for what nation originally owned the province.
 
That might be very difficult as provinces often change hands. Moreover what to do with a province that starts as owned by Denmark, gets conquered by Sweden after a couple of years which keeps it for the rest of the game (ie Skane). In Vicky the province is (I think) totally Swedish.

Simplest is to keep cultures the same, thus for instance for EU2 culture scandinavian convert it to Noregian, Danish OR Swedish, the least hassle.
 
Ironfoundersson said:
That might be very difficult as provinces often change hands. Moreover what to do with a province that starts as owned by Denmark, gets conquered by Sweden after a couple of years which keeps it for the rest of the game (ie Skane). In Vicky the province is (I think) totally Swedish.

Simplest is to keep cultures the same, thus for instance for EU2 culture scandinavian convert it to Noregian, Danish OR Swedish, the least hassle.

Also, history logs tend to be deleted for different reasons; most notably in MP games, but also in SP games I have myself deleted the log in order to save space or prepare for the next part of an AAR.
 
i've been givin the conversion of pops some thought and here is what i got sofar:
the mechanism should be different for colonies(outside europe) and europe...we don't want some 1 province minor colonizing india and ending up with an unbelievable population in national culture...
so: in europe the i'd suggest say 25% being national culture 50% province primary culture and the rest either random(based on a predetermined list of regional minorities)
incase the is no clear conversion of a province culture (as in scandinavian) it should either be the national one of the owner(if sweden own skåne they are swede or incase of denmark they are danes) or based on geography(skåne always end op with swedes or danes based on the predetermined value[lots of work]). the third choice is random distribution which i personally don't like as it would produce different results every time...

the colonies should have depending on location different amounts of natives...in india i'd say 90-95% should be natives while the rest would be the province culture...and in america as the natives where often wiped out the percentage of natives should be much lower...

i'll try to update this post about my opinions in the morning when i can think and type straight :)
 
kokomo said:
We thank you Chaingun for all of your hard work and I'm really glad the project is still moving forward... :)

IMHO we should stick to countries that only appear in the Vanilla edition (that means no Mods) due to any unexpected crashes that could appear for not having them installed. If you are really interested then you could add it on your very own file later on...

My 2 cents
If it's not too hard, like adding something like HEI = GER in the mother merge table, I think it should go in. And I don't understand what you mean by "not having them installed". If you mean mods on the Vic side, I suppose so.

@montyP: It was working fine with the previous versions. So I don't know what happened.
 
tombom said:
@montyP: It was working fine with the previous versions. So I don't know what happened.

The problem is that not all EU2 provinces have Vic counterparts in the province.txt file (for example
EU2 prov 516, 518, 1535, 1536 there are more I'm sure). If a country had one of those provinces as
capital it didn't get a capital (therefor the error message capital == cash). When we added more
countries, some of them were in such areas...

I recoded that part (and the start up loading of the resource files) so the problem should be fixed...
The province problem still exists though. So what we should do is make sure that all EU2 provinces are mapped
with one or more Vic provinces, Anyone feel up for the task:)
 
montyP said:
The problem is that not all EU2 provinces have Vic counterparts in the province.txt file (for example
EU2 prov 516, 518, 1535, 1536 there are more I'm sure). If a country had one of those provinces as
capital it didn't get a capital (therefor the error message capital == cash). When we added more
countries, some of them were in such areas...

I recoded that part (and the start up loading of the resource files) so the problem should be fixed...
The province problem still exists though. So what we should do is make sure that all EU2 provinces are mapped
with one or more Vic provinces, Anyone feel up for the task:)

Hmm maybe you should assign those provinces to a "fake" ID, perhaps 65535 (which is the highest possible number for the PROV_ID type in the code). If the program finds out during loading that the capital is a fake ID, it stops creating that country or transfers the capital to a valid province (in that case any other owned province of the country could be randomly selected). A problem here is that reading the tree must then be done before the country is actually created or non-finished country tags will cause erros in Vic (you might already have recoded this because it was kind of inflexible in the state I left it).
 
Chaingun said:
Hmm maybe you should assign those provinces to a "fake" ID, perhaps 65535 (which is the highest possible number for the PROV_ID type in the code). If the program finds out during loading that the capital is a fake ID, it stops creating that country or transfers the capital to a valid province (in that case any other owned province of the country could be randomly selected). A problem here is that reading the tree must then be done before the country is actually created or non-finished country tags will cause erros in Vic (you might already have recoded this because it was kind of inflexible in the state I left it).

I found a simpler solution... I recoded it so it doesn't create the capital if it's not found (same with provinces). If Victoria doesn't find a capital city at startup it then auto assigns one.

The country I tried it on was Kazak horde (Kokand in Vic), and it had all of it's provinces in "non mapped provinces". What happens with a country like that is that it is selectable... But if chosen in Victoria the game starts loading and directly goes to the end screen (game over! :rofl: ). It's not the best solution, but it works...

One more thing... We really need to test the application, tweak values (tech levels, how many manufactories needed for a machine parts fact etc.) and deside the setup in the factory.txt file (those values are completely arbitrary). Current tech values etc. is found in the readme.
 
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Paganize said:
This seems like it should work for my EU2 Byzantine Empire, but it converts all the provinces into wilderness; anyone have experience with this?
Or am I missing something?

What do you mnean with wlderness? Empty provinces

BTW There's no Byzantium country in Vicky, you should look for the country Greece if you want to continu your game.
 
I really really love this project. But I do have two questions:

1. I have a save game where everyone is behind history in tech. Is there anyway I can possibly disable the "Uncivilized Nation" thing for a while?

2. Is there going to be an attempt to convert the pops to their correct Religion? As Ottoman Empire I have converted much of Europe to Sunni, and its a little discouraging to see all of them back to being Orthodox and Catholic.
 
Ironfoundersson said:
What do you mnean with wlderness? Empty provinces

BTW There's no Byzantium country in Vicky, you should look for the country Greece if you want to continu your game.
Can Byzantium be flagged to remain Byzantium in Vic? I.E. could the country Byzantium be created in the Vicky system? I tend to notice a LOT of people who play EU2 as Byzantium and try to rebuild the empire, and I bet they'd appreciate it a lot if we paid a bit of special attention to them. How hard is it to create a country in Vicky?
 
DaRaskalKing said:
Can Byzantium be flagged to remain Byzantium in Vic? I.E. could the country Byzantium be created in the Vicky system? I tend to notice a LOT of people who play EU2 as Byzantium and try to rebuild the empire, and I bet they'd appreciate it a lot if we paid a bit of special attention to them. How hard is it to create a country in Vicky?

It can only be done by changing several folders, something I don't want the EU2VIC tool to do, especially as it is quite simple to do it yourself :)

1) Look the EU2 country tag up in the country.txt and see to what it is converted (for Byzantium BYZ is converted to GRE)

2) Open world_names.csv (in the \config folder) change the name from Greece to Byzantium.

3) Get a Victoria flag for Byzanitum, name it GRE.bmp and put it in \gfx\map\flags folder

4) Get a Victoria shield for Byzantium, name it GRE.bmp and put it in \gfx\map\shields