Victoria 2 to Hearts of Iron IV converter
The Vic2 to HoI4 converter is a tool that takes a Victoria 2 save and generates an HoI4 scenario from it. It can be downloaded from this forum thread or from Steam.
It is compatible with outputs from either CK2 to EU4 or CK3 to EU4, and EU4 to Vic2, allowing the player to play a continuous megacampaign from CK2/CK3 to HoI4.
Recent Versions and Changelogs
- 0.3 O - Oppenheimer - 2021.04.03
- 0.2 N - Nimitz - 2020.11.08
- 0.2 M - Mussolini - 2020.09.21
- 0.2 L - Leopold III - 2020.03.25
- 0.2 K - Forum - 2019.06.19
- 0.2 J - Forum - 2019.05.05
- 0.2 I - Forum - 2018.12.23
- 0.2 H - Forum - 2018.09.22
- 0.2 G - Forum - 2018.06.03
- 0.2 F - Forum - 2018.01.14
- 0.2 E - Forum - 2017.12.10
- 0.2 D - Forum - 2017.11.17
- 0.2 C - Forum - 2017.09.23
- 0.2 B - Forum - 2017.06.26
- 0.2 A - Forum - 2017.03.05
- 0.1 B - Forum - 2016.12.22
- 0.1 A - Forum - 2016.09.05
- 0.1 - Forum - 2016.07.28
Q: I used a mod, will the converter work with it?
A: It depends on what the mod changed. Your best bet is to simply try (and let us know how it went). As far as we can tell, it does work well with NNM, PDM, HPM, and games converted from EU4.
Q: What should I put it the Victoria 2 mod directory option?
A: It should be the directory where Victoria 2 stores mods. If Victoria 2 was installed at C:\Program Files (x86)\Steam\steamapps\common\Victoria 2 then this option should be C:\Program Files (x86)\Steam\steamapps\common\Victoria 2\mod.
Q: I'm trying to convert a EU4 To Vic2 game and keep getting an error. What do I do?
A: You need to include the Vic2 mod from the EU4 to Vic2 converter
Q: I loaded my mod, but vanilla HoI4 loaded. How do I make it load?
A: Make sure you've added your mod to a new playlist and then activated that playlist. If that doesn't work, try the solution in this thread.
Q: The converter stops after just a few seconds. What went wrong?
A: Run VC_redist.x64.exe in the converter directory.
Q: The converter says "Saving Configuration: Failed!" How do I fix it?
A: Disable your antivirus or whitelist the converter.
Helping with development
If you wish to help with development, there are plenty of ways to do so. Descriptions of needs follow. The development thread for the converter is here.
We can always use more programmers. The converter itself is in C++, and the tools that go with it are in C#. And if you know anything about parsing tools like lex and yacc, I’m curious to try replacing our Boost::Spirit-based parser (but don’t have the time to try it myself). If you're familiar with Boost::Spirit, the existing parser could use updates instead.
With the changes to victory points, its clear that the province mappings need more work. The order that HoI4 provinces are linked make a difference for where things like VPs end up, so if you can update province mappings (and send me the file) for areas you know, that'd be helpful.
For reasons that have been discussed in boring detail on the development thread, we can't use flags from Vic2 itself. From what I understand, the converter can use PDM's flags as long as we put a note in the readme file. But I'm worried there might be cases where the PDM tags don't match the Vic2 tags and the flags would be wrong. If someone could check to make sure that's not true (or document the cases where it is), I can add those flags and make lots of errors go away.
We're going to eventually need lots of leader portraits for as many Vic2 cultures as possible. If you want to get a head start on creating them, it'd be very helpful. As well, if you want to create flags we're missing, that'd also be great. Especially as we have more ideologies than the base game, and some just reuse flags from other ideologies, which is boring. :p
Catching bugs and oddities earlier means they get fixed earlier. I try to release test versions of the converter on the forum for testing, so running those and looking things over is helpful. And if you have professional experience in testing, well, I'm sure we could be doing things far better. Tell me how!
We can always use help figuring out how things work, and how we can do them better. If you know how to mod HoI4, we can use your help figuring it out. As well, there's always more room for flavor events, decisions, and the like.
We can always handle more discussion on how things are converted over on the development thread. As well, I try to document implemented items over on the project wiki. And your encouragement helps more than you know.
This section details how the converter handles various items.
Much of the interaction with map happens at the level of states. Therefore converting states is critical to have a robust world.
|Generating states||Victoria 2 states will become HoI4 states, replacing the default HoI4 states. In cases where the Vic2 state is split between two owners, the state will permanently become two HoI4 states.||1 2 3 4 5 6 7 8 9 10|
|Unowned areas||Unowned areas in Vic2 are left unowned in HoI4.||1|
|Names||State names come from the Vic2 states. With old versions of the converter, if the state was split, all pieces would receive the name for the full state: so 'French Guyana' and 'English Guyana' would both become 'Guyana' in HoI4. With the current version of the converter, the split states (if any) will be named as they were in Vic2 and therefore be 'French Guyana' and 'English Guyana'||1 2 3 4 5 6 7 8|
|Cores||In general, cores simply transfer over. If a country has a core on a single province within a Vic2 state, they will receive a core on the whole HoI4 state. However, in cases where multiple Vic2 provinces become a single HoI4 province, the core may be removed to avoid creating boundary conflicts that didn't exist in Vic2. Countries that do not exist lose all their cores.||1 2 3 4 5 6 7 8 9 10|
|Manpower||The population from Vic2 is directly converted to manpower in HoI4.||1 2 3 4 5 6|
|Region type||Each state gets one 'factory slot' per 120,000 people living in the state. If there are not enough slots for the factories (see factory conversion below), then the number of slots will be increased to two more than the total number of factories. The state will become the smallest region that can hold these industry slots.||1 2 3 4 5 6 7 8 9 10|
|Victory points||All states get a VP with a base value of one:
||1 2 3 4 5 6 7 8 9 10 11 12 13 14 15|
|Infrastructure||Infrastructure is determined by several items:
||1 2 3 4 5 6 7 8 9 10 11 12 13|
|Air Bases||States receive air bases from several items:
||1 2 3 4 5|
|Factories||Factories are based on the employable population in Vic2 (the number of craftsmen, clerks, artisans and capitalists, capped by the total number of factories built in their state).
A shaping algorithm then distributes factories in a way that matches the distribution of employable pops. This algorithm can be adjusted to even out the number of factories between countries, and can also be adjusted to more closely match the number of factories in default HoI4. See this forum post for more details.
Each factory has a 70% chance of becoming a civilian factory and a 30% chance of becoming a military factory. If a state has a naval base, it will also get a single dockyard. If this totals more than twelve factories, then the number of factories will be lowered to give a total of twelve.
|1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42|
|Naval bases||A Vic2 naval base will convert to an HoI4 naval base of double its Vic2 level, capped at ten.||1 2 3 4 5 6 7 8 9|
|Resources||Resources are currently based on the Increased Resources HoI4 mod resource map.||1 2 3 4 5 6 7 8 9 10 11 12|
|Forts||As there are few forts in default HoI4, forts are not converted||1|
|Coastal Forts||As there are few coastal forts in default HoI4, coastal forts are not converted||1|
|Radar Stations||As there are few radar stations in default HoI4, radar stations are not converted||1|
|Anti-Air Defenses||As there are few anti-air defenses in default HoI4, anti-air defenses are not converted||1|
After setting the states, the map itself needs to be adjusted to accommodate the new states.
|Strategic areas||Strategic areas are kept as closely to the default ones as possible. Provinces are moved to remain with their states, but most remain in the same area.||1 2|
|Supply zones||As with strategic areas, these are kept as much the same as possible. They retain the same supply value an in default HoI4.||1 2 3 4 5 6 7|
|Buildings placement||Only naval bases are currently placed. They are set in the center of the relevant coastline. They are not currently rotated or set the proper height, though, so are ugly.||1 2 3 4 5 6 7 8 9 10|
|Airports placement||Airports are placed in the first province within a state.||1 2|
|Rocket test site placement||Rocket test sites are placed in the first province within a state.||1 2|
|Neighbor Provinces||Neighbor provinces are calculated directly from the HoI4 map. Straights are not taken into account.||1 2 3|
Much work must be done to properly convert countries. Most of this has not yet been discussed.
Vic2 country names (normal and special) are used (getting so Soviet Union for a communist-ruled Russia). In older versions, some additional text was instead added. Vanilla names of HoI4 should be used for relative countries (e.g. German Reich for fascist Germany).
Country colors are directly converted from the Vic2 countries. However, there is a bug making most of them display strangely. This may be related to having too many countries.
Many flags were developed for the EU4 to Vic2 converter, and are reused in this converter. If a flag cannot be found and the country was converted from EU4 to Vic2, then the flag from the conversion mod is used. Otherwise, no flag is provided. We hope that artists will help create missing flags.
As much as possible, flags from the appropriate matching ideology are used. If the ideology specific flag cannot be found, the general country flag is used instead.
|HoI4 ideology||Vic2 Ideology flag|
Capitals should end of matching their Vic2 position as closely as possible. However, due to the state system, they may move a little.
Vic2 upperhouse gets converted to the popularity of ideologies (parties popularity and ruling ideology) matching HoI4 vanilla ones:
- Communism is created by communist and socialists
- Democracy is created by conservatives and liberals
- Fascism is created by fascists
- Absolutism is created by reactionaries
- Radical is created by anarcho-liberals
- Non-Aligned is created only in minor countries ruled by neutrality, where the ideology it had in Vic2 becomes the non-aligned
Each country is allowed to have theorists and military chiefs. Furthermore, there is a minister for each ideology, also new ones. Ruling party of major nations is generated based on Vic2 government form and ruling party as in the table below. Minor countries, however, get non-aligned as their ruling party.
National focuses and focus trees
All countries, like in Vanilla, would start with Generic National Focus. But a special focus tree is created for each of the great powers of Vic2.
Recycled from the Vic2HoI3 converter, national unity is generated according to this formula:
70 + revanchism * 20 - war_exhaustion / 2.5
Technology is based on the unlocked inventions in Vic2. We are considering incorporating more pre-1936 techs to better handle tech conversion.
Most nations are converted with two research slots. But Great Powers from Vic2 get four instead.
Currently, Vic2 great powers' alliances are converted to factions named "Alliance of [ruling country]". We are possibly considering linking special faction names basing to leader culture and ideology.
Leader portraits are generated according to the Vic2 culture group of the country.
Countries get a generated entry in the name file based on Vic2 primary culture and also get a generated leader on start.
Conversion of military units has barely been discussed so far.
Sometime units fade with conversion. Land units are converted under this scheme:
|Vic2 army type||Hoi4 army type|
|Engineer||Half Engineer brigade, half Infantry brigade|
|Artillery||33% Artillery brigade, 33% Anti-tank brigade, 33% Anti-air brigade|
|Hussars, Cuirassiers and Dragoons||Cavalry brigade|
|Plane||Half Interceptor, half Tactical bomber|
Sometime navies are not converted and vanish. But if not, they're converted following this scheme:
|Vic2 navy type||Hoi4 navy type|
|Man'o'wars and Frigates||Nothing|
|Monitors and Cruisers||Light Cruiser|
|Clipper and Steam Transports||Transport|
Air Force Conversion
AI is currently just generic AI. Opinions are converted as modifiers. Puppetry and personal unions are converted to "dominion" state (or the equivalent fascist one). Only general events have been left, Vanilla flavor ones have been removed.
The converter is designed to work with Vic2 mods, including games converted from EU4 to Vic2. Other mods may also work. Conversion games, PDM games, and HPM games all seem to work.
There may be support for combining the converter's output with other HoI4 mods. But this will be a low priority, and currently this is completely untested.