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kokomo said:
Well, it could be, why not? Can you do it? Honestly, I haven't tried the new application, hope to do so this weekend...

Sure, it's not to hard to fix.

kokomo said:
One thing, will your current diplomatic status at the end of the EU2 campaign be maintained at the beginning of Vicky? Should or should not? I think so...

I have already fixed that. That is, the converter now converts diplomatic status. It's not up yet though... I want more input on this version. ;)

Another thing I fixed (not up yet) is the selectable nations (the flags) in the begining. There should be a few more now.

kokomo said:
Another subject: What about those countries which are vassals of yours in EU2, could that be correlated onto Victoria?

I don't have much opinion about it other than isn't vassalage much much stronger in Vic than EU2? (you can't break it!?) If so, how do we handle that?
 
montyP said:
I don't have much opinion about it other than isn't vassalage much much stronger in Vic than EU2? (you can't break it!?) If so, how do we handle that?

Good point. The only way is to DOW on that country and conquer it completely.

The rest of the things you mentioned are just awesome... great great job!
 
kokomo said:
Good point. The only way is to DOW on that country and conquer it completely.

The rest of the things you mentioned are just awesome... great great job!

Another thing we ought to look into converting is:

voting_rights
press_rights
political_parties
trade_unions
public_meetings

It's possible to use the EU2 policy values (aristocracy, centralization, serfdom) somehow... For example voting rights can depend on low aristocracy and low serfdom. Any thoughts?

Other than that, what do you think should be done next? The population conversion will be a monster task... :eek: :D
 
What if you had Aristocracy in EU2 you would get a higher % of aristocrats in Victoria? Or if you were in favor of free trade you'd get more capitalists? And such? I can't figure out now how exactly it could be implemented, but it's just an idea...

IMHO I'd go for quick & easy things first and afterwards to biggest tasks. That way we'd get many new features to test & give feedback. And not getting bored also...
 
montyP said:
Another thing we ought to look into converting is:

voting_rights
press_rights
political_parties
trade_unions
public_meetings

It's possible to use the EU2 policy values (aristocracy, centralization, serfdom) somehow... For example voting rights can depend on low aristocracy and low serfdom. Any thoughts?

Other than that, what do you think should be done next? The population conversion will be a monster task... :eek: :D
Voting: Key to Aristocracy, with more people are able to vote with more Plutocracy
Press Rights: Key to Mercantilism, with more press rights for more free trade.
Trade Unions: Key to Serfdom, more Free Citizens more unions.
 
Last night I've started a game in CK, then I converted it to EU2, played for a couple of years and then used the new tool to convert it onto Victoria.

The results were astounding! Armies were converted (although they did not appear on the very same province they were in EU2) but no navies. Then I remembered montyp mentioning something about misplacement.
I had not factories nor tech at all due to the very short time of gameplay so I was not able to see the correlation. But the results were superb! Great job montyp!

One doubt. While selecting the converted game from EU, I could only pick 4 nations (UK, Lithuania, and two other I can't recall right now). Is that Working as Designed and bounded to be fixed soon, or was it a bug?

Carry on!
 
Perhaps we should make the reforms more complex.

For example:

High Aristocracy: Landed Voting Rights
High Plutocracy: Census Voting Rights
High Serfdom: No Voting Rights
High Freedom: Universal Suffrage

Whatever of these is highest determines voting rights (there'd need to be a tiebreaker, of course - suggestions? Perhaps the less "free" of two would be chosen - for example, 100% Free and 100% Aristocratic nations get Landed).

It wouldn't correlate at all with the effects of the sliders in EUII at all, of course, but it would be cool nevertheless, no?
 
great job, i didn't read a post about navys, what's the problem? in my new game as Georgia, i got all my armies (i decided not to waste my money in astillerys) in their exact places and good factories, but no ships.
Also i can't wait to see a population convertor, so all my population could be georgian (or at least 30%) and not 11% :( and 25% turkish
 
Lord Asharak said:
Perhaps we should make the reforms more complex.

For example:

High Aristocracy: Landed Voting Rights
High Plutocracy: Census Voting Rights
High Serfdom: No Voting Rights
High Freedom: Universal Suffrage

Whatever of these is highest determines voting rights (there'd need to be a tiebreaker, of course - suggestions? Perhaps the less "free" of two would be chosen - for example, 100% Free and 100% Aristocratic nations get Landed).

It wouldn't correlate at all with the effects of the sliders in EUII at all, of course, but it would be cool nevertheless, no?
Bleh, I think I like my system better. Less complicated.
 
Well, then at least key public meetings to Freedom/Serfdom.

Plus, shouldn't Trade Unions also be influenced by Freedom and Innovativness? It doesn't sound difficult to code, at any rate, so...
 
Lord Asharak said:
Well, then at least key public meetings to Freedom/Serfdom.

Plus, shouldn't Trade Unions also be influenced by Freedom and Innovativness? It doesn't sound difficult to code, at any rate, so...
I don't see why it should be effected so much by Innovativeness. There were and are trade unions in countries that I wouldn't call all that innovative.

Good idea on the public meetings, though.
 
inovativness should primarily influence literacy. 5% literacy per point of inovativness, and up to 30% literacy from tech level(infrastructure and trade should give 1.5% literacy per level), so a 80% literacy starting point would be maximum.
 
Hmm, perhaps you're right about trade unions.

I think the naval/land and quality/quantity slider should have an effect, too... perhaps the naval/land one provides a bonus technology or two, distributed as per the slider, while quantity provides a small starting mob pool, and quality a bonus division or two in the capital? Naval/Land could affect the academic establishments, too (though only in the extreme positions)

And national value (just ideas, especially):

Aristocracy: Order

Freedom: Freedom ;)

Free Trade: Equality

Also, should constitutions be hardcoded? They seem especially hard to convert...
 
SecondReich said:
SInce the AI is so bad at reaching tech levels, I think that maybe the uncivilized thing should be judged by the country with the highest tech levels. So, basically grade on a tech curve.

What we can do is lower the tech values... They are pretty low though as it is...
 
Lord Asharak said:
Perhaps we should make the reforms more complex.

For example:

High Aristocracy: Landed Voting Rights
High Plutocracy: Census Voting Rights
High Serfdom: No Voting Rights
High Freedom: Universal Suffrage

Whatever of these is highest determines voting rights (there'd need to be a tiebreaker, of course - suggestions? Perhaps the less "free" of two would be chosen - for example, 100% Free and 100% Aristocratic nations get Landed).

It wouldn't correlate at all with the effects of the sliders in EUII at all, of course, but it would be cool nevertheless, no?

Here are some thougths:

voting_rights: depend on serfom and aristocracy (default value is “none”). If the people aren’t free enough they will not be likely to vote. You should at least reach serfdom = 5 to be able to get some voting rights. There after the values are dependant on aristocracy. The lower, the more voting rights.

press_rights: depend on serfdom and centralization (default value is “state_press”). Same here if the people aren’t free enough they don’t get press rights. And the centralization value allows you to controll the press or allow depending on serfdom value. So high centralization and low serfdom = free_press. High centralization and high serfdom = censorship.

political_parties: depend on aristocracy and centralization (default value is ”none_allowed”). With a strong aristocracy you wont be likely to have any political parties. With no aristocracy and high centralization you get “all_allowed”.

trade_unions: depend on serfdom and mercantilism (default value is “none). With low mercantilism you will be more likely to adopt new ideas and you get “non_socialist”... The other two you don’t get from the start.

public_meetings: totally depend on serfdom (default value is “no”). If you have serfdom <= 7 you get voting rights.

national_value: depend on on serfdom, aristocracy and centralization. Default value is order. If you have reached at least serfdom <= 2 and aristocracy <= 2, you get liberty. Else if you have reached at least serfdom <= 2 and centralization <= 8, you get eqality.
 
germax said:
hey, i am in a MP EU2VIC game, so is there a chance that the new version comes out before october?

Hehe, it will be released when ready :rofl:

No, seriously I was planning on putting it up sometime during this week. I was planing on including voting_rights, press_rights, political_parties, trade_unions, public_meetings and national_value in the converter before I do it though.

As a little teaser I have included:
-Totally reworked North America and Siberia, and added a lot of changes in the “country.txt” file. This to solve navy coversion oddities.
-Navy conversion.
-Relation conversion.
-Badboy value conversion.
-Diplomatic influence conversion.
-You should get more flags to choose from at start up.
 
montyP said:
national_value: depend on on serfdom, aristocracy and centralization. Default value is order. If you have reached at least serfdom <= 2 and aristocracy <= 2, you get liberty. Else if you have reached at least serfdom <= 2 and centralization <= 8, you get eqality.

I would replace centralization with narrowmindness/innovative and require at least an innovative value of > 5 to get something else than order.

Something like this:
Liberty (test first):
Innovative > 5
Aristocracy <= 4
Serfdom <= 2
Mercantilism <= 5 (optional)
Equality (test second):
Innovative > 5
Serfdom <= 2
Order:
In all other cases