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Contents. Versions Version 0.2D Version 0.2C Version 0.2B Version 0.2A Version 0.2A finally stops using Jigme Wangchuck as placeholder leader. Many things have been fixed with this release but many still need to be fixed. Countries now get a name file based on Vic2 primary culture. Version 0.1B Version 0.1B supports HoI4 1.3 and focuses mainly on states:.
naval base, airbase, and infrastructure conversion have been reviewed and touched up. artisans now count for factory conversion. fort, coastal fort, air defense, and radar station have been reviewed and excluded from conversion. Army and navy conversion have received some touched ups, and Vic2 great powers get some bonuses after converting. As well as the resources from the mod being incorporated, making it a little more fair if you aren't in Europe.
This version can be acquired at. Version 0.1A Version 0.1A balances industry conversion, balances manpower conversion, updates victory points, includes more flags, improves localisations, and fixes several bugs.
This version can be acquired at. Version 0.1 Version 0.1 creates a fully playable mod. Most details are placeholders, missing, or unbalances. This version can be acquired at. Version 0.0 Version 0.0 creates a mod that will fully load, but that crashes after one day.
It is designed to be a technical demonstration rather than a usable tool. This version can be acquired at.
FAQ Q: I used a mod, will the converter work with it? A: It depends on what the mod changed. Your best bet is to simply try (and let us know how it went). As far as we can tell, it does work well with NNM, PDM, HPM, and games converted from EU4. Q: What should I put it the Victoria 2 mod directory option? A: It should be the directory where Victoria 2 stores mods.
If Victoria 2 was installed at D: Paradox Interactive Victoria 2 then this option should be D: Paradox Interactive Victoria 2 mod. Q: What should I put in the Vic2 Mods option? A: The name of the folder for any mods you used. For PoD, put PDM. For HPM, put HPM.
For Divergences, put 'Divergences of Darkness' (and include the quotes). You can check log.txt after trying to convert to see if this setting was correct. Early on it will say 'Double-check Vic2 mods', and follow that with a list of mods it expected and a list of mods it found. The ones it expects are the ones listed in the option. The ones it found are the ones it could see in your mod folder. The names of the ones it expects should exactly match the names of the ones it found.
Q: I'm trying to convert a EU4 To Vic2 game and keep getting an error. What do I do? A: You need to include the Vic2 mod from the EU4 to Vic2 converter to properly convert these games. You should put the name of the mod's folder in the Vic2 Mods option, as with other mods.
Q: The converter crashes after no time with no errors and no log.txt (when running through the frontend). What went wrong? A: You may need to install this if you are not on Windows 10: Helping with development If you wish to help with development, there are plenty of ways to do so. Descriptions of needs follow. The development thread for the converter is. Programmers: We can always use more programmers.
The converter itself is in C, and the tools that go with it are in C#. And if you know anything about parsing tools like lex and yacc, I’m curious to try replacing our Boost::Spirit-based parser (but don’t have the time to try it myself). If you're familiar with Boost::Spirit, the existing parser could use updates instead. Map-staring experts: With the changes to victory points, its clear that the province mappings need more work. The order that HoI4 provinces are linked make a difference for where things like VPs end up, so if you can update province mappings (and send me the file) for areas you know, that'd be helpful. Flag-lovers: For reasons that have been discussed in boring detail on the development thread, we can't use flags from Vic2 itself. From what I understand, the converter can use PDM's flags as long as we put a note in the readme file.
But I'm worried there might be cases where the PDM tags don't match the Vic2 tags and the flags would be wrong. If someone could check to make sure that's not true (or document the cases where it is), I can add those flags and make lots of errors go away. Artists: We're going to eventually need lots of leader portraits for as many Vic2 cultures as possible. If you want to get a head start on creating them, it'd be very helpful.
As well, if you want to create flags we're missing, that'd also be great. Especially as we have more ideologies than the base game, and some just reuse flags from other ideologies, which is boring.:p Testers: Catching bugs and oddities earlier means they get fixed earlier. I try to release test versions of the converter on the forum for testing, so running those and looking things over is helpful.
And if you have professional experience in testing, well, I'm sure we could be doing things far better. Modders: We can always use help figuring out how things work, and how we can do them better.
If you know how to mod HoI4, we can use your help figuring it out. As well, there's always more room for flavor events, decisions, and the like. Everyone: We can always handle more discussion on how things are converted over on the development thread. As well, I try to document implemented items over on the project wiki. And your encouragement helps more than you know. Conversion details This section details how the converter handles various items. State related items Much of the interaction with map happens at the level of states.
Therefore converting states is critical to have a robust world. Feature Status Related Links Generating states Victoria 2 states will become HoI4 states, replacing the default HoI4 states. In cases where the Vic2 state is split between two owners, the state will permanently become two HoI4 states. Unowned areas Unowned areas in Vic2 are left unowned in HoI4. Names State names come from the Vic2 states. With old versions of the converter, if the state was split, all pieces would receive the name for the full state: so 'French Guyana' and 'English Guyana' would both become 'Guyana' in HoI4.
With the current version of the converter, the split states (if any) will be named as they were in Vic2 and therefore be 'French Guyana' and 'English Guyana' Cores In general, cores simply transfer over. If a country has a core on a single province within a Vic2 state, they will receive a core on the whole HoI4 state. However, in cases where multiple Vic2 provinces become a single HoI4 province, the core may be removed to avoid creating boundary conflicts that didn't exist in Vic2. Countries that do not exist lose all their cores. Manpower The population from Vic2 is directly converted to manpower in HoI4.
Region type Each state gets one 'factory slot' per 120,000 people living in the state. If there are not enough slots for the factories (see factory conversion below), then the number of slots will be increased to two more than the total number of factories. The state will become the smallest region that can hold these industry slots. Victory points All states get a VP with a base value of one:.
if the state is a core of its owner, it gets the value increased by two. for every two factories in the state, the value is increased by one.
capital states get five more added to their VP, with Vic2 great powers getting an additional five. capital VPs are handed out based on a country's relative strength in the world, the strongest getting 30. Infrastructure Infrastructure is determined by several items:. All states start with three infrastructure. For every two levels of rail in Vic2, one infrastructure is added (this uses the average rail level of the state from Vic2). An additional level is given for having more than four factories.
Another level level is given for having more than six factories. A third level is given for having more than ten factories.
Air Bases States receive air bases from several items:. For every four factories in a state, one level of airbase is added. If the infrastructure is greater than five, one level of airbase is added. All countries get five levels of airbase added to their capital state.
Great powers get an additional five levels of airbase in their capital state Factories Factories are based on the employable population in Vic2 (the number of craftsmen, clerks, artisans and capitalists, capped by the total number of factories built in their state). A shaping algorithm then distributes factories in a way that matches the distribution of employable pops. This algorithm can be adjusted to even out the number of factories between countries, and can also be adjusted to more closely match the number of factories in default HoI4. Each factory has a 70% chance of becoming a civilian factory and a 30% chance of becoming a military factory. If a state has a naval base, it will also get a single dockyard. If this totals more than twelve factories, then the number of factories will be lowered to give a total of twelve.
Naval bases A Vic2 naval base will convert to an HoI4 naval base of double its Vic2 level, capped at ten. Resources Resources are currently based on the resource map. Forts As there are few forts in default HoI4, forts are not converted Coastal Forts As there are few coastal forts in default HoI4, coastal forts are not converted Radar Stations As there are few radar stations in default HoI4, radar stations are not converted Anti-Air Defenses As there are few anti-air defenses in default HoI4, anti-air defenses are not converted Map related items After setting the states, the map itself needs to be adjusted to accommodate the new states. Feature Status Related Links Strategic areas Strategic areas are kept as closely to the default ones as possible. Provinces are moved to remain with their states, but most remain in the same area. Supply zones As with strategic areas, these are kept as much the same as possible. They retain the same supply value an in default HoI4.
Buildings placement Only naval bases are currently placed. They are set in the center of the relevant coastline. They are not currently rotated or set the proper height, though, so are ugly. Airports placement Airports are placed in the first province within a state.
Rocket test site placement Rocket test sites are placed in the first province within a state. Neighbor Provinces Neighbor provinces are calculated directly from the HoI4 map. Straights are not taken into account. Country related items Much work must be done to properly convert countries. Most of this has not yet been discussed. Names Vic2 country names (normal and special) are used (getting so for a communist-ruled Russia). In older versions, some additional text was instead added.
Vanilla names of HoI4 should be used for relative countries (e.g. For fascist ). Related Links: Colors Country colors are directly converted from the Vic2 countries. However, there is a bug making most of them display strangely.
This may be related to having too many countries. Flags Many flags were developed for the EU4 to Vic2 converter, and are reused in this converter. If a flag cannot be found and the country was converted fro mEU4 to Vic2, then the flag from the conversion mod is used. Otherwise, no flag is provided. We hope that artists will help create missing flags. As much as possible, flags from the appropriate matching ideology are used.
If the ideology specific flag cannot be found, the general country flag is used instead. HoI4 ideology Vic2 Ideology flag Communism communist flag Democratic default flag Fascism fascist flag Radical republic flag Absolutist monarchy flag Non-Aligned default flag Related Links: Capitals Capitals should end of matching their Vic2 position as closely as possible. However, due to the state system, they may move a little. Related Links: Ideologies Vic2 upperhouse gets converted to the popularity of ideologies (parties popularity and ruling ideology) matching HoI4 vanilla ones:. Communism is created by communist and socialists. Democracy is created by conservatives and liberals. Fascism is created by fascists.
Absolutism is created by reactionaries. Radical is created by anarcho-liberals. Non-Aligned is created only in minor countries ruled by neutrality, where the ideology it had in Vic2 becomes the non-aligned Related Links: Government Each country is allowed to have theorists and military chiefs. Furthermore, there is a minister for each ideology, also new ones.
Ruling party of major nations is generated based on Vic2 government form and ruling party as in the table below. Minor countries, however, get non-aligned as their ruling party. Vic2 government Hoi4 ideology Absolute monarchy Absolutism Prussian constitutionalism Neutrality HM's government Neutrality Democracy Democratic Proletarian Dictatorship Communism Presidential Dictatorship The corresponding ruling ideology Burgeois Dictatorship Radical Fascist Dictatorship Fascism Related Links: National focuses and focus trees All countries, like in Vanilla, would start with Generic National Focus. But a special focus tree is created for each of the great powers of Vic2. Related Links: National Unity Recycled from the Vic2HoI3 converter, national unity is generated according to this formula: 70 + revanchism.
20 - warexhaustion / 2.5 Related Links: Technology Technology is based on the unlocked inventions in Vic2. We are considering incorporating more pre-1936 techs to better handle tech conversion.
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