维多利亚 2 转钢铁雄心 4 转换器
原页面: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.
Versions
Recent Versions and Changelogs
- 1.4V - Vasilevsky 2025.05.27
- 0.3P - Patton - 2022.01.08
- 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
FAQ
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.
协助开发
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.
程序员:
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.
地图观察专家:
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.
Flag-lovers:
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.
Artists:
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
测试员:
更早发现 Bug 与异常就意味着它们能更早被修复。我会试着在论坛上发布转换器的测试版本以供测试,所以运行这些版本并检查是很有帮助的。如果你有专业测试经验,我相信我们能把事情做得更好。告诉我怎么做!
模组制作者:
我们总是需要帮助来弄清楚事物如何运作以及我们如何能做得更好。如果你会模组制作 HoI4,我们需要你的帮助来一起弄明白。此外,风味事件、决议之类总是有更多空间。
所有人:
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.
Conversion details
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.
| Feature | 状态 | Related Links |
|---|---|---|
| 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. If you are playing a EU4 conversion, you should see a country named 'Terra Nullius' (No Man's Land) appear in the 1930s in your Victoria II gameplay. This tag's only purpose is to make unowned areas playable 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 |
| Claims | Cores are turned to claims if the combined primary and accepted cultures population is less than 25% of the total state population | |
| 自治领 | Countries may have puppet dominions generated (e.g. British Central Africa) if they own at least three states in a given oversea region | |
| 人力 | 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 |
| 胜利点 | 所有州都会获得一个基础值为 1 的胜利点:
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 |
| 基础设施 | 基础设施由若干项决定:
|
1 2 3 4 5 6 7 8 9 10 11 12 13 |
| 空军基地 | 各州会从若干项中获得空军基地:
|
1 2 3 4 5 |
| 工厂 | 工厂数量取决于 Vic2 中的可就业人口(工匠、职员、手工业者和资本家的数量,并以该州已建工厂总数为上限)。 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 |
| 海军基地 | 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 |
| 资源 | Resources are currently based on the Increased Resources HoI4 mod resource map. | 1 2 3 4 5 6 7 8 9 10 11 12 |
| 要塞 | 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.
| Feature | 状态 | Related Links |
|---|---|---|
| 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.
Names
Vic2 country names (normal and special) are used (getting so
苏联 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.
德意志国 for fascist
德国).
Related Links:
1 2
Colors
Country colors are directly converted from the Vic2 countries.
1
标记
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 generic country flag is used instead.
| HoI4 ideology | Vic2 Ideology flag |
|---|---|
| communist flag | |
| default flag | |
| fascist flag | |
| republic flag | |
| monarchy flag | |
| default flag |
Related Links:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
首都
Capitals should end of matching their Vic2 position as closely as possible. However, due to the state system, they may move a little.
Related Links:
1
意识形态
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
It is possible to choose what ideologies to keep in conversion:
- 'Keep major ideologies': Only Great Powers get their ideologies mapped, everybody else becomes Non-Aligned
- 'Keep all ideologies': All six ideologies are mapped
- 'Keep default ideologies': The four ideologies of vanilla HoI4 are mapped. Absolutism is reduced to Neutrality, Radical to Democracy.
- 'Specify ideologies': This lets you specify which ideologies to keep. Non-Aligned is always kept regardless.
Related Links:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
政府
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.
Related Links:
1 2
National focuses and focus trees
- 主条目:Vic2ToHoI4: 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.
Related Links:
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 37
National Unity
Recycled from the Vic2HoI3 converter, national unity is generated according to this formula:
70 + revanchism * 20 - war_exhaustion / 2.5
Related Links: 1 2 3
科技
Technology is based on the unlocked inventions in Vic2. We are considering incorporating more pre-1936 techs to better handle tech conversion.
Related Links:
1 2 3 4
Research Slots
Most nations are converted with two research slots. But Great Powers from Vic2 get four instead.
Related Links: 1 2 3 4
外交
阵营
If the "Create Factions" option is enabled, Vic2 great powers' alliances are converted to factions with names based on leader culture and ideology defined in configurables/factions_mappings.txt. In order to form a faction, the two countries must have appropriate ideologies:
Absolutist |
||||
|---|---|---|---|---|
Absolutist |
||||
Related Links:
1 2 3 4 5 6 7
附属国
附属国 are converted according to definitions in configurables/regions.txt. Their 自治度等级 is determined based on these conditions:
| 自治度等级 | Blocked status | Level definition |
|---|---|---|
| 自治领 |
| |
| 殖民地 |
| |
| 傀儡国 |
||
| 整合傀儡国 |
|
Without
共赴胜利 all subjects are converted as puppets.
Leader portraits
Leader portraits are generated according to the Vic2 culture group of the country.
Related Links:
1 2 3 4 5 6
领袖
Countries get a generated entry in the name file based on Vic2 primary culture and also get a generated leader on start.
Related Links:
1 2 3 4 5
Commanders and spies
Commanders and operatives are generated.
Conversion of military units has barely been discussed so far.
Division templates
TBD
Related Links:
1 2 3 4 5 6
Unit Conversion
Sometime units fade with conversion. Land units are converted under this scheme:
| Vic2 army type | Hoi4 army type |
|---|---|
| Irregular | Militia brigade |
| 步兵 | 步兵旅 |
| 工兵 | Half Engineer brigade, half步兵旅 |
| Guard | Motorized brigade |
| 火炮 | 33% Artillery brigade, 33% Anti-tank brigade, 33% Anti-air brigade |
| 骑兵 | Cavalry brigade |
| Hussars, Cuirassiers and Dragoons | Cavalry brigade |
| 坦克 | 装甲旅 |
| Plane | Half Interceptor, half战术轰炸机 |
Related Links:
1 2 3 4 5 6
Navy Conversion
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 |
| Ironclad | 轻巡洋舰 |
| 战列舰 | 重巡洋舰 |
| Dreadnought | 战列舰 |
| Commerce raider | 驱逐舰 |
| Monitors and Cruisers | 轻巡洋舰 |
| Clipper and Steam Transports | 运输机 |
Related Links:
1 2 3 4 5 6
Air Force Conversion
TBD
Related Links:
1 2 3 4
AI/Events Conversion
AI is currently just generic AI. Opinions are converted as modifiers. Only general events have been left, Vanilla flavor ones have been removed.
Related Links:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
Vic2 Mods
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.
HoI4 Mods
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.