- Eu4 Change Tech Group
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- Eu4 What Is The Best Tech Group
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- Eu4 High American Tech Group
The Europa Universalis IV Converter is a DLC for Crusader Kings II. It turns a saved game of CK2 into a mod for Europa Universalis IV. The DLC was originally available as a pre-order bonus for EU4; shortly after that game's launch it was made available separately as DLC, priced at €/$9.99.
On GNU/Linux the savegames are exported to
~/.paradoxinteractive/Crusader Kings II/eu4_export/mod/
.- 1Features
Features[edit]
Start date[edit]
If you create a new technology groups, you'll have to create military units dedicated to this groups. They are all defined in the common unit folder. Tech group of a country can be changed via events. Use the 'technologygroup' command to change a country's tech group: technologygroup = western. Europa Universalis IV. Where would i go in the games files to change tech groups? I want manchu with western tech group. The Best EU4 DLC. We've sorted the expansions into two ranked lists: Essential for Everybody, and Situational (depending on what nation you’re playing), as I think they’re all worth owning eventually - it’s just a matter of what order you prioritize them. If you have to make a tough choice, I’d acquire all of the 'Essential' ones in.
Eu4 Change Tech Group
- A CK2 save (from any year) is turned into a mod for the EU4 start-date of 1444, allowing the player to continue on to 1821.
Nations and national ideas[edit]
- Dynamic country tags are created for CK2 realms without equivalents in the base EU4 game. Flags are carried over for the nations as well for CK2 nations that have no equivalent in EU4.
- Nations that have an equivalent in EU4 gain their national ideas. Nations without equivalents gain randomly generated ideas (though at the moment there appears to be a glitch where generic national ideas appear on the launch screen, as it seems ideas are only generated upon first launch of a game using the generated mod. It is recommended to pick a nation, start a game, and immediately save and restart back to the screen that lets you select a nation in order to have the actual generated ideas appear).
- Unique national ideas for Aztec, Hashashin, Inca, Israel, Jomsvikings, Karlings, Knights Templar, and the Roman Empire.
- With Sunset Invasion active, The Inca and Aztec empires will have the High American tech group, as well as large empires in the New World.
- Provinces convert to a dynamic amount of development, depending on total income generated by holdings in corresponding provinces in CK2 (as of CK2 2.7.2). Economic view in CK2 gives a preview of the probable development in the export.
Religion[edit]
- Reformed Pagans all have their own unique religions in EU4. Reformed Norse can also choose their own personal deities.
- Most Unreformed Pagans become Animists, however CK2's Tengri nations will continue to be Tengri in EU4.
- Zoroastrian nations continue as their EU4 equivalent; unreformed Zunists become Zoroastrians.
- Reformed Zunists remain Zunist.
- Hellenics also have their own unique religion.
- With the Sons of Abraham DLC all heresies will also become unique religions. Without the DLC though heresies will be only be converted if they have overtaken their parent religion in the game.
Vassals[edit]
- With Minimal Crown Authority (Autonomous Vassals), kingdom-level vassals and duke-level vassals will become vassal states rather than integrated into the whole realm.
- With Conclave enabled, this is tied to a realm's council power. With council power abolished, the whole nation will stay independent. If any council laws are active, there will be some vassals. The centralization law doesn't affect this.
- A maximum of 4 EU vassals are created from a nation's largest vassals. The rest will stay part of the nation.
The Holy Roman Empire[edit]
- The Holy Roman Empire is implemented using EU4's HRE mechanics. All vassals remain unless crown authority is Absolute.
- The seven largest vassals within the empire will become electors and the rest of the direct vassals will become normal princes.
- If crown authority is absolute the HRE becomes a single nation instead. With Conclave DLC, the HRE becomes a single nation when the council is not empowered.
See also[edit]
- CK2 To EU3 Converter - an older fan-made utility for transferring CK2 to Europa Universalis III.
- CK2 To EU4 Converter - a modern fan-made utility for transferring CK2 to Europa Universalis IV.
External links[edit]
Sword of Islam • Legacy of Rome • The Republic • The Old Gods • Sons of Abraham • Rajas of India • Charlemagne • Way of Life • Horse Lords • Conclave • The Reaper's Due • Monks and Mystics • Jade Dragon • Holy Fury
Eu4 Best Tech Group Llc
Ruler Designer • Sunset Invasion • Graphical DLC • Music DLC • EU4 Converter
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Europa_Universalis_4_Save_Converter&oldid=41692'
The effects as described below are contained in the technology.txt file in the common folder. Outlook 2016 hangs on synchronizing inbox. What group each country belongs to at the beginning of each game is defined in the country files in the history folder.
The file include the fields of research at the bottom inside the table bracket.
A table definition looks like this:
This defines the trade research field, and links it to the definition found in the file listed. Ultra video joiner. The path to the file is relative to the common folder. The file can have any name you want, but it is best to use the research field name to avoid confusion.
A technology group looks like this:
- The modifier indicate how much will cost the technological investments. Western technology groups have a modifier of 1 which mean that each point of research will cost 1 ducat while the new world technology groups who have a modifier of 0.1 will need to invest 10 ducats for each research point. Technology cost also depend of values indicated in the technology table file.
Modifiers also have two others side effects : with a modifier under 0.5 AI of countries will not try to colonize empty provinces. With a modifier under 0.2, countries will not be able to build cavalry regiment or fleets.
- At the earliest game start defined in the defines.txt, all countries will start at the start_level value in all fields of research. At later date the game will calculate the start level according to it and to techs modifier.
- cav_to_inf_ratio indicate the maximum percentage of cavalry (in men, not in regiments) you can have in an army, without counting artillery units, before having the cavalry penalty. Eastern countries can have 60% of cavalry, which mean 40% of infantry is needed to escape the penalty.
Eu4 What Is The Best Tech Group
- slow_limit. until the tech level indicated, countries of this technology groups will have some reduced costs in their research.
Eu4 Best Tech Group
If you create a new technology groups, you'll have to create military units dedicated to this groups. They are all defined in the commonunit folder.
Tech group of a country can be changed via events. Use the 'technology_group' command to change a country's tech group:
Eu4 Best Tech Group Inc
This example command changes the country's tech group to western.
Eu4 High American Tech Group
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