Queens (or Prince-consorts) are also imported where possible, to help stabilize the realm at start.
If a ruler is too young to rule, a regency council will be set up for them.
Ruler's councilmen from CK3 are available for hire in EU4 (unless they are too old for EU4 to offer them).
This applies to countries with cultures that support such a renaming.
Countries can be named after their Dynasties (though they retain canonical tags and have canonical missions and ideas), and some of these dynasties have custom flags.
Italian can break into Tuscan, Lombardian, Umbrian, Venetian and so on, as the converter tries to emulate EU4 style of cultural groups.
Cultures have been expanded greatly, and CK3 cultures are not imported on 1:1 basis - instead they are split up.
As this is our first attempt of dynamically crafting EU4 gameplay, balance is yet to be tweaked.
Reformed and Custom religions are generated dynamically from chosen tenets and doctrines.
These religions are also compatible with EU4toVic2 and Vic2ToHoI4 converters.
EU4 conversion supports mappings for most CK3 canonical faiths, albeit merging them with other religions sometimes.
which provinces are owned by whom and what should be local religion/culture/development.
For those countries inside CK3's scope, the conversion treads lightly, only updating necessary elements, e.g.
This applies to country histories as well - most out-of-scope countries will have a history (monarchs, leaders, advisors) identical to EU4 if they start at 1444.11.11 bookmark If a province is out of CK3's scope, it is left untouched.
Converter tries to alter the map as little as possible against vanilla.
Starting before 1066 will require the player to embrace Feudalism institution as it canonically starts at 1066.
Players starting earlier will have to wait for 1453 to begin with regular tech progression as technology during CK3 era does not change much.
The converter ideally supports two starting bookmarks - 1444.11.11 and the date at conversion.
Without front-end (running the converter manually), the mod will be exported to the converter's output folder, and will have to be moved manually by the user.
Using the front-end, the mod will be copied to EU4 mod directory, located in the user's documents, usually C:\Users\User\Documents\Paradox Interactive\Europa Universalis IV\mod.
Converter supports compressed save games.
Europa Universalis IV, with optional expansions, latest version is required.
Crusader Kings III with optional expansions, latest version is required.
1.3.6 Buildings, Development and Wonders.
1.3.5 Diplomacy, Vassals, Tributaries and Personal Unions.