Europa Universalis IV - BjornB
Patch 1.18 "Prussia Patch" is gearing up to be released alongside Rights of Man Tomorrow on the 11th October.

While saves from 1.17.1 will likely function, due to massive changes to the game there will undeniably be funky things going on with them if played in 1.18. We recommend that if you wish to complete your 1.17.1 games, roll back to version 1.17.1

These patchnotes are so long you could print them out into a book and "disinherit" your heir with it.

>> Read full patch notes on our official forum <<

We strongly recommend staying on version 1.17.1 if you have any old ironman games you wish to finish! Updating to 1.18 will cause really strange behavior in games started with a previous patch level. You have been warned!

Here is an extremely limited selection from the patch notes:

################### # Free Features ################### - Created a new technology system using Institutions, with no more westernisation or directly differing technology groups. - New Culture Acceptance mechanics, where you can decide which cultures you want accepted in your nation, and which should be the primary culture. - Added the Braindead Player AI setting to completely disable AI takeover if a player disconnects. - Minimap displays player, friendly and enemy units. - Added the "embrace" cheat to embrace all institutions in a province (1st argument), or for a specific institution (2nd argument). - Added "exhaust" console command to alter war exhaustion. - The Government View now shows more detailed information about the different Cultures and the acceptance of them in your state cores. - When in a Succession War, the attacker can now demand Cancel Subject on the Country in question as part of the war goal. - Added "powerspend" console command that prints global powerspend statistics to game.log, and that can optionally take a country tag as argument. - Added "reset_powerspend" console command to reset all powerspend stats to zero (since it tracks spending so far). - Added build datetime to version console command. - As the leader of a Trade League, you can now create a Trading City from one of your provinces (requires Mare Nostrum DLC). This new nation will have the Trading City republic government and will automatically join your Trade League. - Added dialog for sending crash reports. - Host now sees a checkbox on player disconnect notification that lets him specify whether AI will be active or not for the disconnected country. - "economy" console command now displays the sum of all expenses in each category since the beginning of time, or until "reset_economy" is executed. - Embrace console-command now lists the optional argument in help. Click here to continue reading...
Europa Universalis IV - BjornB
Patch 1.18 "Prussia Patch" is gearing up to be released alongside Rights of Man Tomorrow on the 11th October.

While saves from 1.17.1 will likely function, due to massive changes to the game there will undeniably be funky things going on with them if played in 1.18. We recommend that if you wish to complete your 1.17.1 games, roll back to version 1.17.1

These patchnotes are so long you could print them out into a book and "disinherit" your heir with it.

>> Read full patch notes on our official forum <<

We strongly recommend staying on version 1.17.1 if you have any old ironman games you wish to finish! Updating to 1.18 will cause really strange behavior in games started with a previous patch level. You have been warned!

Here is an extremely limited selection from the patch notes:

################### # Free Features ################### - Created a new technology system using Institutions, with no more westernisation or directly differing technology groups. - New Culture Acceptance mechanics, where you can decide which cultures you want accepted in your nation, and which should be the primary culture. - Added the Braindead Player AI setting to completely disable AI takeover if a player disconnects. - Minimap displays player, friendly and enemy units. - Added the "embrace" cheat to embrace all institutions in a province (1st argument), or for a specific institution (2nd argument). - Added "exhaust" console command to alter war exhaustion. - The Government View now shows more detailed information about the different Cultures and the acceptance of them in your state cores. - When in a Succession War, the attacker can now demand Cancel Subject on the Country in question as part of the war goal. - Added "powerspend" console command that prints global powerspend statistics to game.log, and that can optionally take a country tag as argument. - Added "reset_powerspend" console command to reset all powerspend stats to zero (since it tracks spending so far). - Added build datetime to version console command. - As the leader of a Trade League, you can now create a Trading City from one of your provinces (requires Mare Nostrum DLC). This new nation will have the Trading City republic government and will automatically join your Trade League. - Added dialog for sending crash reports. - Host now sees a checkbox on player disconnect notification that lets him specify whether AI will be active or not for the disconnected country. - "economy" console command now displays the sum of all expenses in each category since the beginning of time, or until "reset_economy" is executed. - Embrace console-command now lists the optional argument in help. Click here to continue reading...
Crusader Kings II - BjornB


Hello and welcome back to this second part about the Converter update which will be released tomorrow.

As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.

Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = { start = { hostile_attrition = 1 merchants = 1 } bonus = { war_exhaustion_cost = -0.10 } trigger = { capital_scope = { continent = europe } OR = { government = tribal_despotism government = tribal_kingdom government = tribal_federation government = tribal_democracy } } free = yes deep_roots = { defensiveness = 0.1 } warriors_grit = { shock_damage_received = -0.1 } ruthless_raiders = { leader_land_shock = 1 loot_amount = 0.10 } ancestral_pride = { war_exhaustion_cost = -0.10 } arctolatry = { infantry_power = 0.1 } side_by_side = { land_morale = 0.1 } hero_of_the_legends = { free_leader_pool = 1 } }

Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.


That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions. Patch notes Unit types are now based on capital region instead of tech. group Display "CONVERTING" while converting Doesn't add Aztecs if Aztec Invasion game rule is set to off Addes female monarch names for converter countries Added descs for the Manichean and Mazdaki religions Added the suggested missing titles Added some more country mappings. Added some regions to the unit type conversion table. Government ranks are now affected by imperial administration laws Added normal_or_historical_nations flag set to no in the mod file Updated the sunset invasion scenario. EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces) All cores from unused nations are now properly removed Removed unused files Fixed issue with duplicate Saxon cultures Alan is now in the correct culture group Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread) Fixed minor issues with religions Fixed some errors in coverter province table. High americans now have their own units Rome now becomes the capital when converting the Roman Empire Added European Tribal national ideas. Gave Mongol empire less crazy province setup Added some high american missions Removed some duplicate strings. United HRE can now be created with Conclave enabled Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back. Added Rebel Entries (and flags) for All Heresies Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible. All Converter Religions and Heresies will now have a syncretic faith bonus. Added institution spread criteria specific to converter games. Added starting spread of feudalism criteria specific to converter games. Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4. Immortal trait now converted to Immortal ruler personality Muslims now get Vassals instead of only Personal Unions Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders. Dynamic fort placement in CK2->EU4 converted games. Moved culture graphics conversion to culture_gfx_table.csv from the code. Fixed some religion conversion issues in the EU4 converter The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled. Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger. Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it. CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.

As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.

That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Crusader Kings II - BjornB


Hello and welcome back to this second part about the Converter update which will be released tomorrow.

As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.

Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = { start = { hostile_attrition = 1 merchants = 1 } bonus = { war_exhaustion_cost = -0.10 } trigger = { capital_scope = { continent = europe } OR = { government = tribal_despotism government = tribal_kingdom government = tribal_federation government = tribal_democracy } } free = yes deep_roots = { defensiveness = 0.1 } warriors_grit = { shock_damage_received = -0.1 } ruthless_raiders = { leader_land_shock = 1 loot_amount = 0.10 } ancestral_pride = { war_exhaustion_cost = -0.10 } arctolatry = { infantry_power = 0.1 } side_by_side = { land_morale = 0.1 } hero_of_the_legends = { free_leader_pool = 1 } }

Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.


That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions. Patch notes Unit types are now based on capital region instead of tech. group Display "CONVERTING" while converting Doesn't add Aztecs if Aztec Invasion game rule is set to off Addes female monarch names for converter countries Added descs for the Manichean and Mazdaki religions Added the suggested missing titles Added some more country mappings. Added some regions to the unit type conversion table. Government ranks are now affected by imperial administration laws Added normal_or_historical_nations flag set to no in the mod file Updated the sunset invasion scenario. EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces) All cores from unused nations are now properly removed Removed unused files Fixed issue with duplicate Saxon cultures Alan is now in the correct culture group Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread) Fixed minor issues with religions Fixed some errors in coverter province table. High americans now have their own units Rome now becomes the capital when converting the Roman Empire Added European Tribal national ideas. Gave Mongol empire less crazy province setup Added some high american missions Removed some duplicate strings. United HRE can now be created with Conclave enabled Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back. Added Rebel Entries (and flags) for All Heresies Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible. All Converter Religions and Heresies will now have a syncretic faith bonus. Added institution spread criteria specific to converter games. Added starting spread of feudalism criteria specific to converter games. Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4. Immortal trait now converted to Immortal ruler personality Muslims now get Vassals instead of only Personal Unions Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders. Dynamic fort placement in CK2->EU4 converted games. Moved culture graphics conversion to culture_gfx_table.csv from the code. Fixed some religion conversion issues in the EU4 converter The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled. Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger. Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it. CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.

As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.

That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Europa Universalis IV - BjornB
Great Powers, Monarchs and More in New Europa Universalis IV Video Dev Diary

In one of the most expansive updates ever, Rights of Man introduces Great Power politics, more personality for your monarchs and a ton of other changes to religion, governments and economy. In this new video developer diary, Johan Andersson, the Creative Director of the Europa Universalis series, goes through the major changes you will see.

http://www.youtube.com/watch?v=jQ6KTI9Hhno

Like Paradox Development Studios other expansions, Rights of Man will be accompanied by a major free update for everyone who owns Europa Universalis IV.

Europa Universalis IV: Rights of Man will be available on 11 October 2016 for $20

http://store.steampowered.com/app/486570/
Europa Universalis IV - BjornB
Great Powers, Monarchs and More in New Europa Universalis IV Video Dev Diary

In one of the most expansive updates ever, Rights of Man introduces Great Power politics, more personality for your monarchs and a ton of other changes to religion, governments and economy. In this new video developer diary, Johan Andersson, the Creative Director of the Europa Universalis series, goes through the major changes you will see.

http://www.youtube.com/watch?v=jQ6KTI9Hhno

Like Paradox Development Studios other expansions, Rights of Man will be accompanied by a major free update for everyone who owns Europa Universalis IV.

Europa Universalis IV: Rights of Man will be available on 11 October 2016 for $20

http://store.steampowered.com/app/486570/
Europa Universalis IV - BjornB
Hello everyone! Today is the final development diary before the release of Rights of Man! Which is next week! Actually, its next tuesday even! At 15.00 CET if all goes well.. 1.18 “Prussia” will go live on the steam-servers and you’ll be able to purchase Rights of Man.

So, to wrap up the teasers for this update, we’ll start with yet ANOTHER addition to a previous expansion. In El Dorado, we added advisor portraits for South Americans. Back in those days, advisors were all males.. Now though, we have added a set of female advisors to the South American graphical culture!



In our effort to make the games more user-friendly, or as some say, super-casual, we have now reduced the amount of clicks you need to continue a savegame. Now there is a nice “Continue” button in the launcher, that launchers your latest played game without stopping for a decision in the frontend.



And for those of you who play Hearts of Iron IV, you’ll be aware about the possibility for the game to automatically upload crashdumps to our servers, whenever you start the game after it had crashed before. Of course, this is all voluntary.


1.18 and Rights of Man adds 20 new achievements as well, for those of you that love hunting them.

  • We bled for this - Win a war with at least 1M dead on both sides.
  • Pick Your Poison - As Kaffa, develop in Cafa while a subject of yours owns it..
  • Not just Pizza - Become a Great Power as Naples.
  • All That's Thine Shall Be Mine - As a Greedy ruler, take all of a nation’s ducats in a peace deal
  • A Blessed Nation - As a Coptic Nation, gain all 5 Blessings
  • Queen of Conquest - Conquer land while in a Queen Regency
  • AAA Credit - As a Great Power, take on over 1,000 ducats of another nation’s debt.
  • Hoarder - as a Fetishist nation, have 13 available Cults
  • Gentle Persuasion - Have a Siege Specialist general win a siege in a province with a fort
  • Combined Arms - Have both an Admiral and a General with a trait
  • Cities of Cibola - as Pueblo, own at least seven provinces with 10 development each.
  • Turkish Delight - Start as Candar, and own 20 Sugar provinces between you and your subjects
  • Baa Baa Black Sheep - As Qara Qoyunlu become the leading producer of wool
  • Fanatic Collectivist - Own all Institution Origin provinces.
  • Core-fu - force a nation to revoke 5 cores in one peace deal as Corfu
  • Rozwi Empire - Start as Butua, conquer Mutapa (Zimbabwe and .Lower Zambezi areas)
  • The Sudanese Expedition - Starting as Morocco Conquer the Niger and Sahel Regions
  • A tale of two Families - Starting as Vijayanagar or Bahmanis conquer the other’s capital and have them not exist.
  • Abu Bakr II’s Ambition - Start as Mali and have 4 Colonial Subjects in south America
  • Consulate of the Sea - As Aragon conquer all Mediterranean Centres of Trade




We have tweaked quite alot of national ideas in 1.18, adding new modifiers to them, giving a new fresh feeling. This includes movement speed of armies, fire damage, institution spread and more, and as usual, some countries got new unique national ideas, including Malwa, Pattani, Kaffa, Corfu, Lorraine and Wurzburg.


Here is a quick look at the national ideas of Malwa.

Traditions: +3 Tolerance of Heathen and -10% Infantry Cost.
  • Rajputs of Malwa : +15% Manpower
  • Nimatnama : +25% Religious Unity & +0.5 Yearly Prestige
  • Surat-Delhi Route: +10% Trade Efficiency
  • Fortified Strongholds: +20% Defensiveness
  • Black Soil: +10% Goods Produced
  • Reliance of Jain Bankers: -0.1 Yearly Inflation
  • Malwa Opium: +10% Province Trade Power

Ambition: +1 Accepted Cultures


And for those of you that play multiplayer. 1.18, will now give the option of making a player that drops totally brain-dead until he or she can reconnect.



Next week, we go live on the tuesday, so there won’t be a development diary that day!

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
Europa Universalis IV - BjornB
Hello everyone! Today is the final development diary before the release of Rights of Man! Which is next week! Actually, its next tuesday even! At 15.00 CET if all goes well.. 1.18 “Prussia” will go live on the steam-servers and you’ll be able to purchase Rights of Man.

So, to wrap up the teasers for this update, we’ll start with yet ANOTHER addition to a previous expansion. In El Dorado, we added advisor portraits for South Americans. Back in those days, advisors were all males.. Now though, we have added a set of female advisors to the South American graphical culture!



In our effort to make the games more user-friendly, or as some say, super-casual, we have now reduced the amount of clicks you need to continue a savegame. Now there is a nice “Continue” button in the launcher, that launchers your latest played game without stopping for a decision in the frontend.



And for those of you who play Hearts of Iron IV, you’ll be aware about the possibility for the game to automatically upload crashdumps to our servers, whenever you start the game after it had crashed before. Of course, this is all voluntary.


1.18 and Rights of Man adds 20 new achievements as well, for those of you that love hunting them.

  • We bled for this - Win a war with at least 1M dead on both sides.
  • Pick Your Poison - As Kaffa, develop in Cafa while a subject of yours owns it..
  • Not just Pizza - Become a Great Power as Naples.
  • All That's Thine Shall Be Mine - As a Greedy ruler, take all of a nation’s ducats in a peace deal
  • A Blessed Nation - As a Coptic Nation, gain all 5 Blessings
  • Queen of Conquest - Conquer land while in a Queen Regency
  • AAA Credit - As a Great Power, take on over 1,000 ducats of another nation’s debt.
  • Hoarder - as a Fetishist nation, have 13 available Cults
  • Gentle Persuasion - Have a Siege Specialist general win a siege in a province with a fort
  • Combined Arms - Have both an Admiral and a General with a trait
  • Cities of Cibola - as Pueblo, own at least seven provinces with 10 development each.
  • Turkish Delight - Start as Candar, and own 20 Sugar provinces between you and your subjects
  • Baa Baa Black Sheep - As Qara Qoyunlu become the leading producer of wool
  • Fanatic Collectivist - Own all Institution Origin provinces.
  • Core-fu - force a nation to revoke 5 cores in one peace deal as Corfu
  • Rozwi Empire - Start as Butua, conquer Mutapa (Zimbabwe and .Lower Zambezi areas)
  • The Sudanese Expedition - Starting as Morocco Conquer the Niger and Sahel Regions
  • A tale of two Families - Starting as Vijayanagar or Bahmanis conquer the other’s capital and have them not exist.
  • Abu Bakr II’s Ambition - Start as Mali and have 4 Colonial Subjects in south America
  • Consulate of the Sea - As Aragon conquer all Mediterranean Centres of Trade




We have tweaked quite alot of national ideas in 1.18, adding new modifiers to them, giving a new fresh feeling. This includes movement speed of armies, fire damage, institution spread and more, and as usual, some countries got new unique national ideas, including Malwa, Pattani, Kaffa, Corfu, Lorraine and Wurzburg.


Here is a quick look at the national ideas of Malwa.

Traditions: +3 Tolerance of Heathen and -10% Infantry Cost.
  • Rajputs of Malwa : +15% Manpower
  • Nimatnama : +25% Religious Unity & +0.5 Yearly Prestige
  • Surat-Delhi Route: +10% Trade Efficiency
  • Fortified Strongholds: +20% Defensiveness
  • Black Soil: +10% Goods Produced
  • Reliance of Jain Bankers: -0.1 Yearly Inflation
  • Malwa Opium: +10% Province Trade Power

Ambition: +1 Accepted Cultures


And for those of you that play multiplayer. 1.18, will now give the option of making a player that drops totally brain-dead until he or she can reconnect.



Next week, we go live on the tuesday, so there won’t be a development diary that day!

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
Crusader Kings II - BjornB


Hello all, and welcome back to another CK2 Development Diary. If you didn’t notice last week, we now do CK DDs on Mondays to match up with the Medieval Monday stream. Anyway, getting on to the point of this DD: We’ve been updating the Converter!

Development in EU4 will now be based on the state of the world in CK2. Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not. The development of the default 1444 EU4 provinces (within the converted area) will be redistributed in a way that makes sense for your world.

Dynamic fort placement. No longer will forts be placed exactly as they were in the default 1444 setup, instead forts will be placed in strategically appropriate areas for each nation.

Revamped Tech Groups. Now, as Tech Group no longer actually affect your technology cost (that’s handled by institutions), your group will be based on the geographical area of your capital. This is then used to improve your experience in many ways, i.e. through custom idea generation!

Dynamic ideas. No longer will your nation simply have the ‘National Ideas’ set, instead a unique one will be generated for you based on your situation in EU4. These idea sets will give you appropriate ideas, so no naval ideas if you are landlocked or just have one port.

Institutions have been revamped to account for the vastly different world that is a converted game. The institutions will spread in a much more dynamic way, and no longer discriminates in favor of Europe (especially not if India or the Middle East manage to get a high Development converted over!). Institutions such as the Printing Press do not necessarily have to spawn in Germany, either.

Converter-centric idea picking for the AI. With most converted games missing a Portugal, and in some cases even a Castille or England, the AI has been readjusted to dynamically assume these positions. One nation will try to assume the role of Portugal - be it Iceland, Scotland, Korea or Majapahit you won’t know until you play!

Traits now convert over from CK2. Did you have a midas touched genius ruler or a possessed imbecile lunatic ruler? No matter what, you will recognize them by their traits in EU4.

Improved Sunset Invasion setup. For all of you who wanted the New world empires to be even mightier we’ve improved the High Americans with new missions and unique units. High American units tend to have many Fire pips, so beware their power!

The Converter will be updated alongside the release of Rights of Man on the 11th. That’s all for now, but I have even more Converter stuff to talk about next week.

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Crusader Kings II - BjornB


Hello all, and welcome back to another CK2 Development Diary. If you didn’t notice last week, we now do CK DDs on Mondays to match up with the Medieval Monday stream. Anyway, getting on to the point of this DD: We’ve been updating the Converter!

Development in EU4 will now be based on the state of the world in CK2. Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not. The development of the default 1444 EU4 provinces (within the converted area) will be redistributed in a way that makes sense for your world.

Dynamic fort placement. No longer will forts be placed exactly as they were in the default 1444 setup, instead forts will be placed in strategically appropriate areas for each nation.

Revamped Tech Groups. Now, as Tech Group no longer actually affect your technology cost (that’s handled by institutions), your group will be based on the geographical area of your capital. This is then used to improve your experience in many ways, i.e. through custom idea generation!

Dynamic ideas. No longer will your nation simply have the ‘National Ideas’ set, instead a unique one will be generated for you based on your situation in EU4. These idea sets will give you appropriate ideas, so no naval ideas if you are landlocked or just have one port.

Institutions have been revamped to account for the vastly different world that is a converted game. The institutions will spread in a much more dynamic way, and no longer discriminates in favor of Europe (especially not if India or the Middle East manage to get a high Development converted over!). Institutions such as the Printing Press do not necessarily have to spawn in Germany, either.

Converter-centric idea picking for the AI. With most converted games missing a Portugal, and in some cases even a Castille or England, the AI has been readjusted to dynamically assume these positions. One nation will try to assume the role of Portugal - be it Iceland, Scotland, Korea or Majapahit you won’t know until you play!

Traits now convert over from CK2. Did you have a midas touched genius ruler or a possessed imbecile lunatic ruler? No matter what, you will recognize them by their traits in EU4.

Improved Sunset Invasion setup. For all of you who wanted the New world empires to be even mightier we’ve improved the High Americans with new missions and unique units. High American units tend to have many Fire pips, so beware their power!

The Converter will be updated alongside the release of Rights of Man on the 11th. That’s all for now, but I have even more Converter stuff to talk about next week.

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
...