Eu4 Change Tech Group
There are three technology types that line up with the three types of monarch points. Each type is divided into 33 levels of technology which enable new abilities, buildings or units or improve existing skills. Each technology level in the game is associated with a particular year that corresponds roughly to when that technology historically appeared. (See: Year column in the lists of technologies.)
eu4 change tech group
Download File: https://glycoltude.blogspot.com/?l=2u3Vk1
Administrative technology is the broad group that makes new government types available, increases production efficiency, unlocks national idea slots, and enables the construction of a wide range of different buildings, most of which are related to issues of stability and income. Higher levels also provide more administrative efficiency for your country, which means less coring costs and less aggressive expansion impacts but also higher liberty desire in colonial nation subjects. Most formable nations require administrative technology level 10 to form.
Diplomatic technology is primarily related to interactions with other nations and far off lands. This research area increases trade efficiency, colonization range, diplomatic influence, and naval power. The buildings that diplomatic technology allows are trade and sea related.
Military technology focuses on improving the performance of land forces and provides access to new troop types, increases the morale, maneuver and tactics of armies, and allows construction of buildings associated with warfare, including recruitment centers and fortresses.
Each country belongs to a technology group, which determines the initial starting level of technology and in general terms how much of the map is discovered at the beginning of the game.[1] Each group has a unique list of land unit types representing the general military strategy of similar countries. To view your technology group open the Military tab which lists all your units and the number of each type. The technology group is written at the top of the unit list.
Almost all countries in a given tech group begin the game either embracing the institution of feudalism or not (exceptions to this rule are listed below). Those that don't therefore start with a 50% penalty to technology cost due to institutions. Those that do embrace it have no such penalty, until the Renaissance starts shortly after 1450. All countries in a given tech group begin the game with their given tech level, regardless of whether or not that country begins with a tech penalty that deviates from the standard institution penalty of their given tech group. For more information, see Institutions.
+ Only exists if [1] playing a CK2 converted game where Sunset Invasion DLC was activated (replaces the usual tech group for some Native American empires), [2] fantasy content was enabled for a Random New World with the Conquest of Paradise DLC, or [3] playing a custom nation created with the nation designer with the El Dorado DLC.
There are eight world-changing ideas that spread throughout the world over the course of history. Societies that haven't embraced these ideas will have a harder time keeping up in technology as the rest of the world, especially Europe where these ideas usually originate, outpaces them. Each technology has specific institution requirements, which will increase tech cost by +15%, +30% or +50% when not fulfilled, and give a corresponding bonus to the maximum number of stockpiled monarch points. These penalties accumulate as additional institutions appear; at the extreme, a country that still hasn't embraced any institution in 1821 will have a +400% penalty to technology cost.
Technology cost increases over time.[3] This increase is linear and only depends on the historic discovery date of the current technology of a country. This means if the historic discovery date of the current technology is 1444 the increase to discover the next technology is 0% and if the historic discovery date of the current technology is 1821 the increase is 30%.[4]
A country will get a -5%[5] (up to a maximum of -75%[6]) to technology cost for each level in a technology type it is behind the most advanced nation either bordering the country with a land connection to its own capital or in the same technology group as the country. This means that a Chinese or Indian nation will see a benefit merely from bordering a Western nation when the border connects via land to its capital, but a less-advanced Western nation will not be helped more by expanding to the borders of a highly advanced one (as it gains the bonus through technology group).
If a nation has a technology that is ahead of time, the technology cost for the next technology of this type is increased by 10%[8] per year ahead. Please note that this penalty is calculated with respect to the historical date of the current technology, not the one being researched.
The effects as described below are contained in the technology.txt file in the common folder. What group each country belongs to at the beginning of each game is defined in the country files in the history folder.
Like how the mod expands the timeline, it also expands the already extensive mechanics of how technology works in the base game. The mod has added technologies across its timeline all the way until the year 2320.
Each country belongs to a technology group. Each tech group has a modifier to tech cost that represents the pace of innovation (or lack thereof) in that part of the globe in history, as well as determining what level of technology it starts the game within 1444. Each group also has a unique list of land unit types representing the general military strategy of similar countries. The unit list also determines the maximum ratio of cavalry as a proportion of an army (excluding artillery) that can be fielded without suffering the insufficient support penalty. Western tech group is the only that can have trade companies.Primitives refers to nations that have a technology group that makes their techs cost at least 50% more than the base cost. Primitives are subject to:
This technologies require military power to get unlocked. They do no effect if you're ahead of time. Units before 19th century are locked to be for only certain types of techgroups, to avoid Aztecs using Western Units or Jan Mayen using Asian Units
Through westernization, a country not in the western tech group may gain access to the knowledge of Europe, and replace its technology group with the Western one. Westernization (except by decision) is a difficult process and will severely disrupt a nation for decades, rendering them vulnerable to domestic turmoil and external attacks. Once westernization begins, loss of the western core or border will not cancel the process. Roman tech group can't westernize, neither can High American. Starting the Westernization process requires the following conditions be met:
As an alternative to an early war, Elysia can pay off Powhatan to leave its currently inhabited province of the same name and resettle somewhere else. The province will have a debuff to its development bonuses for three years and separatists. Powhatan will gain two levels to their military tech.
Modernization of the technology group can occur by completing a mission once Elysia makes contact with one of the Old World countries. This will give a base spread of the Renaissance institution in all owned provinces. It will switch the technology group from Exiled Hellenic to Modern Hellenic. This will give access to the decision 'Looking East' which will change the Development ideas to Exploration ideas if the idea group is completed. This can occur as early as in the 1490s if Portugal was given an honest note during the flight events.
There's very little information about this wonderful thing, so after doing some research I decided to write it all up.What is a megacampaignParadox Grand Strategy games cover very long time, and most people never even "finish" a single game of CK2, or EU4 - but it's possible to go the other extreme and play a "megacampaign" - start in one game, then convert to another, and keep playing. Possibly even chain multiple such games, like CK2 to EU4 to Vic2 to HoI4.Since Paradox games make it hard to avoid blobbing, you pretty much have to play with mods, severe self-imposed restrictions, switch countries every now and then, or otherwise do silly things or your second/third/fourth campaigns will be pretty boring.Please don't ironman megacampaignsI'd generally dislike ironman, but it's even more important not to play ironman for a few reasons:Conversion process is never perfect, so you're very likely to want to tweak some things with console commands or save game editing before and after export.
It's bad enough when game bugs out and you need to fix it by console, but when it happens to your campaign you've been playing for literally months, it can be really devastating
If any of the games receive updates, you might need to do some fixing. CK2 is notorious for breaking saves any time trait list expands because they couldn't be bothered to include 10kB trait id to trait name mapping table in each save game.
Ironman mode uses special save format which is pretty damn hard to "un-ironman" and edit if necessary.
Megacampaign is not a meaningful achievement run - with so much time it's inherently going to be pretty easy past first 100 years, other than for self-imposed challenges with which ironman will be of no help.
Or if you really want to, go ahead, just don't say I didn't warned you.What is the converterThere's been many converter tools which take save game from one game and create a mod for another.In theory you could convert save game to save game, but converting to a mod is much more flexible, so that's the generally used method. Mod setups starting map, rulers, and whatever else it felt like including.CK2 to EU4 converter is a builtin feature of Crusader Kings 2. You can only access it if you have converter DLC.If you want to continue to Vic2 and HoI4, you'll need to use third party tools.Where are the filesIf you want to mod it, or just look at it, you might be surprised. Unlike pretty much other DLC-locked content which is included in base game, just with some flags telling it to turn it off, all converter files are in DLC zip.Go to your Crusader Kings 2 game folder, find dlc/dlc030.zip, and unpack it somewhere.If you want to mod it, you can include modified files directly in your mod, in eu4_converter folder, just as if they were in base game.What converter doesConverter creates EU4 map matching CK2 map, with proper cultures, religions, dynasties, and government types, adding new countries as necessary.It creates matching rulers with sensibly mapped stats, traits, and heirs.It reassigns province development and centers of trade.In limited way it also sets up vassals.It will convert any game to 1444.11.11 game, no matter at which point you decided to use it.It will convert your stash of CK2 gold to EU4 gold at 10:1 rate, and your prestige at 50:1 rate.What converter doesn't doIt ignores any diplomatic relations or wars.It ignores any family relations, except for dynasty name. So if you're king of England and your son is ruling France, that won't be modeled in any way except giving you same dynasty.All provinces produce same goods as before (including gold), are in same trade nodes, have same estuaries, and other modifiers - with exception of centers of trade.It doesn't extrapolate outside map - so even if you converted everyone to Zoroastrian, you'll still need Sunnis in Africa and Indonesia on conversion in any place not included on CK2 map.All ongoing rebellions are cancelled.Does converter randomizeThe process seems to be completely deterministic.If you export multiple times without reloading, you'll get same files.If you do it after reloading, you'll get trivial changes, like order if tags (so things like which duke gets X01 and which gets X02 can flip), but there doesn't seem to be any meaningful randomness.How active DLCs affect converterIf you have Sunset Invasion DLC active, new world map will have very powerful Aztec and Inca empires, will be much better settled, and will be mostly in High American technology group. Otherwise, it will look pretty much the same as vanilla. This is true even if Aztec invasion never happened.If you have Sons of Abraham DLC active, heresies will convert to individual religions, otherwise they'll get folded back to their base religions.If you have Conclave DLC, it uses different system to convert government types.Can I use converter with modded CK2 gamesYes, as long as they don't modify the map significantly.One notable exception is my Suez Canal mod, which is totally fine to use with converter as it doesn't add or remove provinces. You won't have canal prebuilt in EU4.What affects ruler attributes and traitsRuler/heir martial, stewardship, and diplomacy attributes divided by 3 and rounded up are what ends up as their EU4 attributes - capped at 6 of course.There's some correction for underage rulers, since in CK2 children grow attributes with age, while in EU4 toddlers are born 6/6/6 or 0/0/0 somehow.This means any attribute at 16 or higher is converted to a 6 - so it might be worth switching focus before conversion, just to get that extra point.If you're immortal, you'll get immortal trait in EU4. Other traits are based on trait_conversion.txt. For some reason converter will only generate 2 traits, even if ruler reigned long enough to get 3.Conversion is based mostly on your traits, and secondarily on your attributes. Some good CK2 traits like greedy convert to some bad EU4 traits like greedy. It's mostly nothing to worry about unless you have an immortal ruler.How is map createdCK2 titles are described by rank and name (like c_jylland is County of Jylland), while EU4 are described by number (like 15 Jylland), and their names are just descriptive and occasionally not unique (like 157 Bihar and 558 Bihar).It is based on many to many mapping in province_table.csv. Every CK2 title (not just a county!) can map to some number of EU4 provinces.In simplest case a single title maps to a single title, for example in Iceland CK2 has two counties. So CK2's Vestisland maps to EU4's 370 Reykjavik, while CK2's Austisland maps to EU4's 371 Akureyri.A title can map to multiple counties - like county of Holstein maps to two provinces - 1775 Holstein and 4141 Ditmarschen. So whoever controls it gets both.Sometimes multiple CK2 titles map to single EU4 province - like counties of Lyon and Forez both map to 203 Lyonnais. In such case country holding majority gets it, and if someone else held part of it, they'll get a permanent claim on it.Quite often 2 counties and a duchy map to a province, for example counties of Coruna and Santiago and duchy of Galicia all map to 206 Galicia. If duke holds one of them, he gets 2/3 and gets it.I haven't investigated what happens in 50%:50% splits, presumably it's based on their order somehow, since conversion is not random.What affects province development traitsDevelopment seems to be redistributed between provinces based on total value of building in each province.This means that provinces with more slots will generally get more development, because they'll generally have more buildings in them.Because development is redistributed and not mapped, games converted early or late will have same overall EU4 development.Things like technology levels, saved technology points, whose capital is it etc. have no effect on converted development.Development mapping is separate from province mapping - so one very well developed Jylland could give you 4 30-development EU4 provinces, while 2 very well developed counties of Coruna and Santiago would only give you 1 30-development EU4 province.What affects centers of tradeCenters of trade are also redistributed, generating approximately but not exactly same number, and generally to high development provinces, but I couldn't figure out exact mapping logic.It doesn't seem to strongly relate to merchant republics, sometimes two CoTs spawn next to each other. I couldn't figure out how it works.What affects government typeIf you have Conclave, that otherwise purely cosmetic feature describing your government as "Hereditary Despotic Monarchy" is actually used to drive mapping, with government_table.csv determining it.A few countries - like Papacy, holy orders, and other religious heads - are hardcoded to specific types, also listed in government_table.csv.Which government flavor you get is determined by common/government_flavor/00_government_flavor.txt, based on your laws, religions etc.One silly thing about current table is that merchant republics will be converted to merchant, oligarchic, or administrative republics based on their laws, which feels really silly and I'd recommend fixing that in a mod.What affects culturesCultures of characters and provinces are mapped by culture_table.csv.Every mapping is currently unique, so you can get Horse culture in EU4.What affects religionsIf you have Sons of Abraham, converter uses heresy_table_soa.csv, where every religion maps one to one.If you don't, it uses religion_table.csv, where heresies are folded back into base religions, including some dubious mappings of unreformed pagans to various EU4 vanilla pagan types.One very notable problem is that all Buddhists will map to EU4 Theravada, completely ignoring your character's traits. Off-map Buddhists in EU4 will have same groups as vanilla.Another problem for CK2 Buddhists is that your vassals will rarely convert Hindu/Jain provinces as they're in same culture group, but in EU4 they're suddenly in a separate group ever since patch EU4 1.6 - which to be honest still feels like a highly questionable choice.What affects vassalsConverter doesn't generate PUs, marches, protectorates, or tributaries, but it sometimes generates vassals. There's special logic for HRE.For non-HRE countries, if you have Conclave, government_table.csv specifies maximum number of vassals generated - between 0 to 2 depending on your laws.Without Conclave, rules are specified by defines.lua and maximum number of vassals is 4, but it will only happen at zero crown authority.Generated vassals will often start at very high liberty desire.For some reasons vassals won't have heirs generated.How Holy Roman Empire worksOne title, chosen by defines.lua (by default e_hre, but you can change it) uses special Holy Roman Empire converter mechanics.It will turn all your CK2 vassals into independent countries unless you have absolute crown authority (non-Conclave), or its Conclave equivalent.This also includes your de jure vassals - so even if you're king of Lombardy and Holy Roman Emperor, you'll be left with just your demesne and duke tier title.Meanwhile even viceroys will keep all their vassals' lands, de jure or not, which feels rather silly overall. I'd recommend destroying all king-level viceroyalties by console if you want to convert HRE.<br