A quick overview of tech for new players, and what to look for with starting idea groups. Watch live at https://www.twitch.tv/ondreyson. May 27, 2016 EU4 combat simulation must be one of the most complicated formula. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. Pips are represented by how powerful units from that technology group within that period of time, or military tech level. Here are the stat of pips from different tech. Depends a bit on which units you have most of and what time it is. The Overall best tech group is the western one, and as a bonus it gets guaranteed advantage in a few institutions.
The Europa Universalis IV Converter Biesse osi manual. 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.
- Tech 5-8: Galloglaich Infantry. Tech 9-11: Condotta Infantry. Tech 12-14: Free Shooter Infantry. Tech 15-18: Maurician Infantry. Tech 19-22: Gustavian Infantry (.Highlanders Infantry optional at 19) Tech 23-25: Line Infantry. Tech 26-27: Frederickan Infantry. Tech 30-32: Drill Infantr (if offensive, go Napoleonic Square) CAVALRY.
- A Fine Goosestep Achievement in Europa Universalis IV (Win 10): Form Prussia and have at least 125% Discipline - worth 4 Gamerscore.
On GNU/Linux the savegames are exported to
~/.paradoxinteractive/Crusader Kings II/eu4_export/mod/
.- 1Features
Features[edit]
Start date[edit]
- 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]
Eu4 High American Tech Group
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
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'
Eu4 Best Tech Group
EU4 combat simulation must be one of the most complicated formula. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. Pips are represented by how powerful units from that technology group within that period of time, or military tech level.
Tachosoft airbag resetter v6 4 free download. Here are the stat of pips from different tech groups in different military technology levels. Since different technology groups advance in different speed, so they usually aren’t in the same military level. Overall, nomads have the best units in the beginning of the game, then different tech groups have their leads in the middle of the game and lastly, the Western tech group gets the strongest units and the Eastern tech groups get the second best.
Eu4 Best Tech Group Inc
The best unit(s) within that military tech group is bolded.
Eu4 Tech Groups Strengths
Please feel free to point out if there are errors in the chart!
In addition, these stats shows how infantries are weaker than calvary in the beginning of the game. Except for Americans, where horses were introduced in the middle/beginning of the game. But eventually, calvaries are becoming less and less important in the battlefield. Eventually, cannon became the most important unit in the end of game and all cannons from differnent tech group share the same stat!!