Feel free to consult these files for specific conversion effects, both for reforms and for source governments.
For example a republic with peasants_republic reform will in fact convert as proletarian_dictatorship.
EU4 government reforms (with Dharma) can impact government conversion, according to reform_effects.txt.
Government conversion is defined in government_mapping.txt.
As religion plays little role in Vic2, there are no special mechanics regarding it.
Feel free to edit the file if unhappy with results.
Religions are updated according to religion_map.txt.
Converting everyone via Everyone option is very detrimental to the gameplay as it will eliminate crisis hotspots, nationalist rebels, mess with emigration and so on.
Note: Assimilation and minority management is a core vic2 mechanic.
To get 100% use Any religious/cultural conversion in EU4 converts: Everyone option in frontend options, as that option skips the assimilation process and converts everyone.
The assimilation is logarithmic - it will never reach 100% and will slow down every year.
Rate of assimilation is defined in configurables/world_supergroups.txt.
The rest (peasents, which are a majority, and other pop types) tick approximately at 0.25% per year towards new culture/religion.
At the moment of EU4 conversion 100% of aristocrats and 50% of middle strata convert.
Conversion via console commands leaves no history entry and is invisible to the converter.
From that point on to conversion date, cultures and religions assimilate towards target culture.
Converting culture or religion in EU4 leaves behind a history entry in province history.
A culture in a different cultural group than primary culture, holding 20%+ population in cored provinces will become an accepted culture.
A culture in the same cultural group as primary culture, holding 15%+ population in cored provinces will become an accepted culture.
Territories/Trade Company regions are ignored.
Accepted cultures are generated by doing a census among country's full/stated EU4 cores.
Accepted cultures coming from EU4 are completely ignored.
Depending on where the capital is, if the primary culture has changed to a neoculture, it will be updated.
Neocultures belong to their original culture's cultural group.
Neocultures are either defined in culture_map.txt (english in northern USA become Yankee), or are dynamically generated (nubian in Brazil become Nubian South American).
New world will always cause non-native cultures to diverge into "neo-cultures".
Cultures are converted according to culture_map.txt.
Any date post 1815 is generally a solid point for a meaningful Vic2 game, as the first technologies unlock at 1815, and first political parties at 1830.
Converting earlier than 1836 will cause penalties in global literacy levels, so where a country would normally have 60% literacy in 1836, converting in 1000 will see its literacy slashed to 6%.
Conversion-date bookmarks can be quite early, chaining converters from CK2 onward, one can play a 769 game in Vic2 engine, though aside for the novelty that is a horrible idea.
Converted mod supports 2 bookmarks: 1836 and the conversion date.
Without front-end (running the converter manually) or on other OS-es, mod will be exported to converter's output/ folder, and will have to be moved by user.
On Windows, and using the front-end, the mod will be copied to Vic2 installation mod/ directory.
Converter will produce a Victoria 2 mod.
Random New World saves are not supported.
Converter supports compressed save games.
EU4, with or without any expansions or DLCs, versions 1.0-1.32 are supported.
Victoria 2 with both expansions is required.
Do not be shy to hack away and change them so the conversion fits expected goals. These files are there for a reason - so the user can view them and modify them according to specific needs. Note: The converter includes a configurables/ folder that contains all data files with rules it uses during conversion. For more information feel free to ask for clarifications on forums or take a peek at the code. Here is a general list of Converter capabilities and conversion mechanic explanations.
3 Recent version history and changelogs.
1.14 Diplomacy, Spherelings, Puppets and Personal Unions.