《欧陆风云IV》转档器:修订间差异

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==External links==
==External links==
*[http://t-a-w.blogspot.com/2017/03/ck2-to-eu4-converter-how-it-works-and.html CK2 to EU4 converter - how it works and how to mod it ]
*[http://t-a-w.blogspot.com/2017/03/ck2-to-eu4-converter-how-it-works-and.html CK2 to EU4 converter - how it works and how to mod it ]
*[https://www.paradoxplaza.com/crusader-kings-ii-europa-universalis-iv-converter Crusader Kings II: Europa Universalis IV Converter ]
*[https://www.youtube.com/watch?v=FWqQgp1Vh9U Europa Universalis IV Video Dev-Diary for Converter]
*[https://www.youtube.com/watch?v=FWqQgp1Vh9U Europa Universalis IV Video Dev-Diary for Converter]
*[http://forumcontent.paradoxplaza.com/public/78684/Crusader%20Kings%20II%20to%20Europa%20Universalis%20IV%20Converter%20Summary.pdf Paradox's EU4 Converter Summary]
*[http://forumcontent.paradoxplaza.com/public/78684/Crusader%20Kings%20II%20to%20Europa%20Universalis%20IV%20Converter%20Summary.pdf Paradox's EU4 Converter Summary]

2019年11月17日 (日) 12:48的版本


Converter.jpg

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/.

特征

开始日期

  • 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.

国家与国家理念

  • 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 an preview of the probable development in the export.

宗教

附庸

  • 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.

神圣罗马帝国

  • 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

External links