• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.
Ughh I have to slap myself in the face, because I posted about making exactly such a converter, only to get informed in that thread by the first reply you are already making one! :rofl: :eek:o

Good luck, I'll be keeping my eyes on this one! Maybe you should advertise it a bit more, because it appears people in general are not aware this exists. (Lots of "noone is working on a VicToHoI2 converter yet"-posts.)

By the way, I assume you converted all map IDs already by looking at your screenshots. Am I correct?
 
Very specific idea about IC:

Like someone else said and what I proposed in my thread, the IC of a province should be based on the factories present in the Victoria state of that province. Now, I don't remember whether in the save file the factories were actually tied to any specific province or if they were in a state section - I can check this later. Anyhow, regardless of that I propose something like this (sorry for the ugly variable names):

Hoiprov_IC = Round(Vicstate_factory_value * C * (Vicprov_population / Vicstate_population) + Population_bonus) + Capital_bonus

(Round(x) is just a regular rounding function, which for example in C++ could look like y = int(x + 0.5f); )

If the province happens to contain a country's capital, then Capital_bonus is greater than 0, maybe 2 or 5 or so. It is to prevent certain countries from being without any IC at all.

Population_bonus happens at certain non-linear intervals of the total population in the correspond Victoria province(s). This is to prevent certain uncivilized nations from having abysmal IC (such as China). The exact intervals are to be determined, but the bonuses they give have to be rather small so it does not go on to generate huge ICs for example, once again, China and Korea. Note that this number is not necessarily an integer.

Hoiprov_IC is obviously the IC that is calculated. C is a constant which can be determined later, and perhaps be an user option.

Vicprov_population is the total population of the province(s) that this HoI2 province corresponds to in Victoria. Vicstate_population would be the average population in the state(s) these provinces lie in (average as in States_population_sum / State_number). A variant of this theme could be that only certain types of population would count, like clerks and craftsmen, but I think this would give less of an indication since the factory productivity in Victoria is non-linear to POP size.

Vicstate_factory_value is the interesting bit. It would be calculated with a formula I will soon describe for each state, and the actual value used in the equation above would be an average once again because if the HoI2 province corresponds to multiple Vic provinces then it may lie across state borders. In its most basic form I would want it to be calculated something like this:

Vicstate_factory_value = Heavy_factory_number + Medium_factory_number * D + Light_factory_number * E

D and E are constants less than 1, and for example they could be D = 0.5 and E = 0.25. The number of "heavy factories" is absolute, and the other numbers are relative to it. Why do I want to make a distinction between heavy, medium, and light industry? Well, essentially the IC in HoI2 is mainly representing the industry usable to the war effort. Sure, it can produces consumer goods (at least in HoI1) but I think it is only a representation of industry capable of producing war related items diverted to consumer items. Hence, I split the industry into three categories where some factories are more worth than others to the war effort.

The actual classification of factories can be discussed. I would argue that artillery, tank, airplane, car, steel, electric gear, telephone, small arms, ammunition, machine parts, explosives and fuel factories are good candiates to be heavy ones. Steamer shipyards maybe also can be considered as heavy since they were probably rebuilt from 1920 or much earlier to build other kinds of transport ships. ;) Medium are more difficult, but I think regular clothes should be in since after all clothes are required for armies. Maybe clipper shipyards (also can be thought of as rebuilt). Cement and canned food could possibly also fit into this category. Everything else would go into the light factory category. Why? Because I don't imagine it being able to produce lots of stuff very important to the war effort. Of course this list is flexible.

You could also scrap the classifications altogether and make the system more flexible with a multiplier for each factory type. Maybe this is even desirable since it still takes almost the same amount of programming; it just requires a bit more typing in the data files. However, the general principle of evaluation of a factory's contribution to the war should still be applied.

That was all. By the way, coal with be a good choice for the "energy" resource in HoI2, wouldn't it? I don't know how much you have implemented already or how; I just toss around ideas right now. :)
 
Last edited:
Captain Frakas said:
I suggest that :

The most prestigious nation with "Order" as national value become the axis leader. All his full allies enter in the axis.

The most prestigious nation with "Liberty" as national value become the Allied leader. All his full allies enter in the allies alliance.

The most prestigious nation with "Equality" as national value become the Komintern leader. All his full allies enter in the komintern.

The problem with this is that it's by no means guaranteed the supposed nation has any allies at all. For example, if my Austria in one game was to be determined as a leader of some alliance, it is unlikely I would have any allies of real value in HoI2. (Unless you convert my defence alliances with a splintered Germany into a full alliance in HoI2.) The same goes for the AI; it is likely to form an alliance nowhere near the global scale to make matters at world war. Maybe events should get outputted by the converter that other nations of Order, Liberty and Equality would have a chance to join their respective alliances if they were "main-allianceless" in Victoria (i.e. in non of the three HoI2 designated alliances). You could also make it so the chance in the event would be related to the size/prestige of the nation so that big nations are more likely to take a stand than some faraway tiny country nobody really cares about. Of course, the event would also have to have a No option for human players even if the AI chance was 100%.

So a summary: Elect the leaders like you proposed but HoI2 allies to these leaders most be elected elsewhere than his Victoria alliances.
 
Not sure if this's been mentioned allready, but shouldn't the converter also sleep all non random events? (as they are bound to not make any sense at all)