Releases: ParadoxGameConverters/CK3ToEU4
0.4 dynamic_faith_102 - for CK3[1.2] and EU4[1.30]
CK3ToEU4, 0.4dynamic_faith_102
The Many Fixes Release
This release focuses on fixes, more fixes, and then some additional patches. We've been blackjacked by a number of amusing savegame inconsistencies, and have hopefully managed to fix the majority of conversion-breaking savegame bugs.
Hotfixes
- Extremely massive and gutwrenching 1.2 compatibility patch where siberian_pagans are linked to animism.
- Missing or dead title holders relinked to defacto liege if possible, otherwise titles bricked. Thanx PDX.
- Missing DEJURE vassal titles dropped. Thanx PDX.
- Missing DEJURE LIEGE title fixed. The absurdity. Thanx PDX.
- Fix for determining HRE emperor when he holds bricked internal kingdoms.
- Fix for dynamic title rank loss after HRE shattering.
- Fix for missing localized dynasty names in rulers.
Coldfixes
- Air made primary nation of Zaghawa rather than the Kham (A Tibetan nation)
- Hordes should no longer infest literally all of Eastern Europe, just Eastern Eastern Europe.
- Old Religions of Reformed Religions to be named as such to avoid confusion
- Decisions to reform pagan religions disabled if a reformed faith already exists.
- Reformed Religions should now always fire properly
- Secondary characteristics of dynamic religions properly implemented
- Number of country modifiers a religion can have has been limited to 4 to prevent religions having 6+ modifiers at once.
Expansions
- IMP Religions given non-repeat icons
- IMP Religions given rebels w/ flags
- Missing rebels added
- Converter now correctly accounts for West African Pagan in EU4
- Dynamic province names added for a large number of provinces across a lot of culture groups.
Shuffles
- Until a new EU4 Faith is made, remapped Siberian to Suomenusko.
- Updated province mappings globally, especially in Siberia/West Africa.
0.3 Cainite - for CK3[1.1] and EU4[1.30]
CK3ToEU4, 0.3Cainite
The Megacampaign Release
Back to our regular track of unscheduled fixes and expansions. Converter has been tweaked to respond well to ImpToCK3's input - allowing for the first time an uninterrupted gigacampaign from back yonder to into space. It has also been fitted with an updated Rakaly (thanx @comagoosie!) so it melts 1.1 CK3 ironman games again. And a host of other stuff, as always.
Hotfixes
- Rakaly updated for 1.1 CK3 ironman game melting
- CK3 savegames are funny. There are plenty of people, electors, claimants, title holders and so on - that are dead. It took a while to teach the converter how to apply burial rites and work around the corpses.
- Localizations sometimes crashed the converter. They have been reprimanded.
Coldfixes
- Province mappings have been patched some more for 1.1.1-3, thanx to our brand new provinceMapper that discovered a handful of errors and gaps.
- Magyar/Kushite pagans should now properly be able to reform their religions
- Converter now knows how to read CoAs coming from mods and generates flags for those.
- HRE dejure territory has been fixed so now it combines both dejure and defacto HRE territory when flagging HRE provinces in EU4. No longer will north Italy do a shadow kingdom at game start.
- PUs didn't work all that well and the secondary titles often got deleted. This has been fixed and they should work as intended now.
Expansions
- ImpToCK3 cultures and religions have been implemented, and and Imperator-converted games convert gloriously for the glory of glorious Rome.
- Dynamic Religions' rebels are now a thing, with dynamically crafted icons and their own agendas.
Shuffles
- Oldpomeranian and Sorbian are now full-fledged cultures stretching into HoI4.
- Hungarians are eastern tech, not western.
- Azores now belong to whomever owns the Canaries. This change will hopefully help Portugal-equivalents to serve a similar role.
The windows_development_build supersedes this release and is built whenever a feature is added, dynamically. You can get it here.
0.2 Baltic - for CK3[1.1] and EU4[1.30]
CK3ToEU4, 0.2Baltic
Just In Time Release
Hot on the heels of both the Adamite release and the CK3 1.1 update that followed the next day, we have managed to sync the converter to updated province mappings as well as shove in a significant amount of hotfixes. This version should hold water long enough for us to dive deeper into the game balance and other expansions.
Hotfixes
- 1.1 province mappings
- Fixed religions icons from overwriting themselves when adding custom icons
- Fixed converter attempting to shatter empires that didn't actually exist
- Fixed broken savegames claiming titles were defacto lieges of nonexistent empires
- Fixed a missing doctrine we forgot to add to dynamic religions
- Fixed (not really an error) converter crashing when trying to convert a 1.0 save against 1.1 installation.
- Fixed erroneous warning when exporting that one special flag.
- Fixed reformation age not starting in a world without catholicism (it will start in 1594 at the latest, in time for absolutism).
Expansions
- Added gnostic, fetishist and other cults
- Related events and triggers have been updated.
- Reordered culture groups so their colors in-game match vanilla.
Aside for this we did a fair bit of internal stress-testing and fixing against various broken incoming savegames and interesting scenarios they make. At least crash errors should be informative enough so fixing further errors will be easier.
The windows_development_build supersedes this release and is built whenever a feature is added, dynamically. You can get it here.
0.1 Adamite - for CK3[1.0] and EU4[1.30]
CK3ToEU4, 0.1Adamite
First Barebones Release
After a month in the forge, we've put together the initial release of CK3 to EU4 converter. It's a direct continuation of our line of CK2ToEU4 converters, but due to reduced development time of this stripped release we had to cut a few major features:
- Converter does NOT support loans to Jewish moneylenders
- Converter does NOT dynamically alter China's TAG according to ruling dynasty
- Converter does NOT support great wonders.
Please forgive us for releasing this first build without such proper garments and we hope to make up for it with this:
- All custom and reformed religions are dynamically generated according to tenets and doctrines chosen.
And now, onto the meat:
Requirements
- Crusader Kings III with optional expansions, latest version is required.
- Europa Universalis IV, with optional expansions, latest version is required.
Incoming Savegames
- Converter supports compressed save games.
- Ironman saves are supported.
Outgoing Mod
- Converter will produce an EU4 mod.
- Using the front-end, the mod will be copied to EU4 mod directory, located in the user's documents, usually C:\Users\User\Documents\Paradox Interactive\Europa Universalis IV\mod.
- Without front-end (running the converter manually), the mod will be exported to the converter's output folder, and will have to be moved manually by the user.
Bookmarks
- The converter ideally supports two starting bookmarks - 1444.11.11 and the date at conversion. Players starting earlier will have to wait for 1453 to begin with regular tech progression as technology during CK3 era does not change much.
- Starting before 1066 will require the player to embrace Feudalism institution as it canonically starts at 1066.
Map conversion
- Converter tries to alter the map as little as possible against vanilla. If a province is out of CK3's scope, it is left untouched. This applies to country histories as well - most out-ot-scope countries will have a history (monarchs, leaders, advisors) identical to EU4 if they start at 1444.11.11 bookmark
- For those countries inside CK3's scope, the conversion treads lightly, only updating necessary elements, e.g. which provinces are owned by whom and what should be local religion/culture/development.
Religions and Cultures
- EU4 conversion supports mappings for most CK3 canonical faiths, though although sometimes merging them with other religions. These religions are also compatible with EU4toVic2 and Vic2ToHoI4 converters.
- Reformed and Custom religions are generated dynamically from chosen tenets and doctrines. As this is our first attempt of dynamically crafting EU4 gameplay, balance is yet to be tweaked.
- Cultures have been expanded greatly, and CK3 cultures are not imported on 1:1 basis - instead they are split up. Italian can break into Tuscan, Lombardian, Umbrian, Venetian and so on, as the converter tries to emulate EU4 style of cultural groups.
- Countries can be named after their Dynasties (though they retain canonical tags and have canonical missions and ideas), and some of these dynasties have custom flags. This applies to countries with cultures that support such a renaming.
Advisors, Rulers, Queens and Heirs
- Ruler's councilmen from CK3 are available for hire in EU4 (unless they are too old for EU4 to offer them).
- Rulers are converted ad-verbatim. If a ruler is too young to rule, a regency council will be set up for them.
- Queens (or Prince-consorts) are also imported where possible, to help stabilize the realm at start.
- Heirs are imported where possible. Since the converter does not have access to memory-state of a running CK3 game, it makes educated guesses for some of the more obscure succession choices, so please allow for a wrong heir or a lack of one that can occur sometimes.
- Excommunicated rulers are imported as such.
- Ruler prestige and cash are imported but at a logarithmic scale - starting as a relative unknown nets negative starting prestige, while those rulers staring at 500-1000 prestige or more will get a significant boost.
- While starting prestige and cash are determined by EU4 itself, converter will give a boost of up to 100-150 ducats to wealthy rulers, and starting prestige modifier from -50 for complete unknowns up to +100 for extremely prestigious rulers.
- Negative cash is not imported.
- Alas, there are no loans to Jewish moneylenders in CK3 for the converter to import.
Diplomacy, Vassals, Tributaries and Personal Unions
- For a christian ruler that holds multiple crowns (of same level), he will find his realm split into multiple states, under a personal union lead by his primary title. The split occurs on de-jure basis, where territory outside any de-jure titles will fall under primary crown.
- Non-christian rulers in the same situation will simply absorb the other crowns.
- Large CK3 vassals, holding inappropriate amounts of provinces (compared to the total country size) can be split off into autonomous EU4 vassals at conversion, if the player chooses appropriate option.
- Royal marriages are not imported, and neither are alliances. Unlike CK3, in EU4 diplomatic slots are few and with some of them already taken by vassals and PUs, the converter does not desire to choke the player's diplomatic slots.
- There are no tributaries to be imported.
Buildings, Development and Wonders
- The converter does not import any buildings. Only building that is supported at game start is the humble Fort.
- Small countries (but not OPMs or microstates) will only receive a capital fort, while larger ones will receive a fort in every state or territory they mostly control. Player should delete the excess forts if these hamper the economy.
- Unlike buildings themselves, development and building count does map directly against CK3 development. The more castle baronies that exist in a province, and more buildings inside each, more manpower development is received. Similar applies to cities and production, and finally to temples and tax development. Raw county development is also scaled and redistributed across tax/production/manpower.
- A single building, or building upgrade is worth 0.25 development points in appropriate category. Holding in a barony is worth 0.75 development points, and general development is worth 0.1 per point. Players are advised to tweak these numbers themselves in dev_weights.txt configuration file.
- Wonders are not imported as the current special buildings in select provinces are not actual wonders from CK2.
HRE and Empire Shattering
- Entirely player's choice, the HRE can be kept unified or shattered into EU4-style microstates. If shattering is enabled (which is recommended), the converter will carefully choose which tags are to be turned into free cities and electors.
- Elector ratio attempts to match vanilla EU4 - three theocracies (or substitute republics in not enough (arch)bishops are available) and four secular rulers.
- HRE Electors from CK3 are preserved if possible - they need to hold elector duchies and survive the conversion process.
- Which empire is to be the new HRE is also up to the player - player can HRE-ify Byzantium, Rome, or any empire they desire.
- All empires on the map can be shattered into smaller independent kingdoms or duchies, in case the CK3 game was too blobby. Which specific empires converter shatters can also be manually set.
Siberia & Africa
- Optionally, the player can clear out all insignificant tribes from east and west Siberia Regions, excluding Kamchatkans which are out of scope. For those playing Russian countries, this will marginally ease any eastward colonial expansion.
- Unless a large country has already expanded into Subsaharan region, the saharan passes will be cleared to prevent premature expansion into the basin.
And that's all for the first release. More to come as we fix more bugs, work on more cultures etc.
The windows_development_build supersedes this release and is built whenever a feature is added, dynamically. You can get it here.
windows_development_build
The most recent build of the development version