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zijistark

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Jan 29, 2013
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Finally, right?

Please enjoy our next iteration of this save-compatible release series, Golden2. We wanted to fit more of our neverending TODO list into this release, but it was simply time for players to be able to play it. To whet your appetite, EMF now features highly-sophisticated (possibly too sophisticated!) cadet dynasty mechanics. Dig into the rest of the changelog for more!

Thanks for choosing HIP,
- The HIP Team

Download! [ MediaFire Mirror ]
This was released for CKII v3.2.1. It is compatible with savegames started on all past Golden releases (i.e., Golden1).


REMINDERS:
  • ALWAYS remember to delete any preexisting modules/ subfolder before extracting the release download into your mod folder!
  • HIP is modular: different installer choices yield wildly different forms of HIP, so remember:
    • ALWAYS include your version.txt file from the [default] mod/Historical Immersion Project/ folder with any posts regarding specific behavior in HIP (especially bug reports). If you don't do this, your post'll be much less useful and is apt to be ignored.
  • One must use the same modules as previously used with old savegames to maintain save-compatibility for any given campaign. Exceptions which may be enabled or disabled at your pleasure:
    • SED: English Localisation for SWMH
    • ARKOpack Interface
    • Arumba and Internal Tab Shortcuts
    • LTM
  • SWMH does not yet include the 936 Iron Century bookmark, but it will be adapted soon enough. Disable SWMH during installation to play the bookmark.
  • SWMH does not include a 769 bookmark. We've no intention to add one, but there might be an unofficial sub-mod for this in the future.
  • SWMH does not include eastern/southern India but does include Rajastan. We've no intention of adding more of India.
  • MiniSWMH is an official SWMH sub-mod which removes India and the least-relevant parts of Africa in order to provide a higher-performance SWMH alternative.
  • It's still possible to play with a [slightly modified] vanilla map if SWMH doesn't suit you. Simply give the installer a 'no' on SWMH in that case.
  • EMF has comprehensive changelog archives for every version since its first.


EMF v10.1
  • NEW FEATURES:
    • Cadet Dynasties:
      • AIs will now sometimes form their own cadet branches of large dynasties (sometimes even cadet branches of large cadet dynasties if you play long enough).
      • In short, a cadet is a member of the dynasty that isn't closely related to the current dynasty head (though some factors reduce the degree to which they must be distant), has no titles to inherit of their own, and is a second son (has an elder sibling that technically could inherit -- if there's anything to inherit).
      • A cadet can form a cadet dynasty if their current dynasty has at least 30 living members, they manage to somehow gain a title of Count- or higher-tier and have at least one eligible heir (according to their laws) to those titles. Theocracies and republics cannot form cadet dynasties, although patricians, feudals (including imperial), and tribal rulers can.
      • Cadet dynasties track their parent dynasty (and grandparent dynasty and so on if applicable), so we can start to include special cases for child-parent dynastic relations in elective succession, the claimant faction, and other such places where favoring a dynasty over another matters.
        • This work isn't yet ready (it's going to take a long time to overhaul the notion of dynastic relation in this game), but you can at least see the relations tracked by hovering over the character portrait tooltip of a [living] cadet dynasty member: after their, e.g., "Dynasty: de Milano-Portucale" line on the tooltip, you'd see a "Parent Dynasty: Welf-Milano" line and, in this example, a "Grandparent Dynasty: Welf" line after that.
      • Naming (and qualification) of the cadet dynasties has been very carefully designed to model the patterns of the most well-known dynasty for its many cadet branches: the Capets, and in general, Western European and German practices. It also works very hard to pick names that will be distinct, plausible, and help show the dynasty's origin at a glance. For cultures that use founder-named dynasties, we simply let the hard-code name the new dynasty after the founder -- not much that we can do to enhance that with the tools available.
      • Caveats:
        • The CoA (Coats of Arms) for new cadet dynasties is something that we cannot control from script (it's random) -- and if you think about it, it's a pretty hard problem for a computer, as it's largely one of aesthetic -- although those with a little modding know-how can alter the CoAs to their heart's content.
        • After careful consideration of how much having a positive opinion modifier between parent and child dynasties would cost in terms of performance (every cadet dynasty member having a soft-coded opinion modifier of like +3 since "Same Dynasty" is +5 to every parent cadet dynasty member and vice versa, wherein at least one of those dynasties is definitely large), it was deemed not worth it for the paltry opinion boost and potentially big performance hit in extreme situations. [The current "Same Dynasty" opinion is hard-coded and doesn't have any non-negligible performance hit at all.] What really matters is how the AI votes, favors claimants, etc.
      • We plan to do more with this feature beyond what we've already mentioned. At the very least, we'd like to give players the option to form their own cadet dynasty under certain circumstances (much less restrictive than for the AI), but alas, that is future work.
      • Tips:
        • Though this feature is really neat, it's not designed to spawn cadet dynasties left and right. That would be ahistorical and a bit disruptive to normal gameplay. Thus, if you want to see them or get a cadet branch or two of your very own, then the easiest way to do that is to play fairly large (i.e., total -- alive or dead -- member count) dynasties at later start dates where the ancestral trees already have many branches and a lot more dynastic rulers have laws like Primogeniture which will not split title inheritance upon succession (disinheriting most of the second sons which would still be heir to titles with Gavelkind).
        • One typically needs to play quite awhile (at least 50 years realistically, but we'd expect more like 100 years under more average conditions) before the conditions are right for a cadet branch to form.
    • Game Rules:
      • Intermediate Genetic Traits:
        • With the recent addition of a number of new congenital traits upon various spectrums (height, attractiveness, intelligence, strength, etc.) in EMF and the fact that the most middle-of-the-spectrum (just barely above or below average) traits have very little immediate gameplay effect but, in the opinion of some of our players, dilute character congenital traits overall if you have to see them all the time, we've introduced this new game rule to allow you to hide or show these "in-between" traits. [We cannot remove them entirely, as they are important to the genetics system working as designed, among other feasibility reasons.]
        • By default, the intermediate spectrum traits (e.g., Bright, Dim, Delicate, Burly, etc.) will be hidden, in keeping with the idea that the more "vanilla-like" option is the default, but this is now within your control. If you feel like the new genetics system introduced a bunch of trait spam, then the default is for you. If you enjoy seeing the greater variety (and thus total number) of genetic variations, then the Visible option to the game rule is for you.
  • CHANGES:
    • Genetics:
      • To reduce the surprise / randomness factor for players and their first generation of offspring, player genes are now initialized to be either straight average (all heterozygous allele pairs) or a chance at slightly above average immediately when the game starts rather than mixing them according to standard genetic probability distributions as per normal. However, if the player character does have genetic trait(s), their DNA will still be set according to those traits in the normal fashion. This essentially just removes most of the randomness component from your first generation (though of course your spouse/consort's DNA is not given this treatment, and that will obviously matter still).
      • Improved the accuracy of detecting randomly-generated characters on game initialization such that it is even more unlikely for a historically-scripted ruler to have their genetic traits modified at all.
      • Some of the modifiers of the intermediate genetic traits (see the game rule described in NEW FEATURES) have been eliminated (not even the tiniest of general vassal opinion boosts or maluses, e.g.). This is to emphasize that these slightly below or above average genetic traits have little direct effect upon rule, and if they are hidden by the game rule, there won't be surprises that are actually important to your character when you're looking at modifier breakdowns.
      • Ruler-designed characters:
        • Rulers are now guarded against any genetic trait modifications.
        • If a spouse is selected in the Ruler Designer, they will be subject to standard birth chances of genetic traits.
        • If a spouse and children are selected in the Ruler Designer, the children will undergo genetic inheritance as if they'd been properly born.
        • If children but no spouse are selected in the Ruler Designer, the children will only be subject to standard birth chances of genetic traits (cannot inherit genetics from designed ruler without a spouse).
        • Ruler-designed rulers, spouses, and children will undergo genetic processing immediately on game initialization rather than potentially getting a random distribution of genetic traits after a delay (where applicable).
      • When an AI Duke- or higher-tier ruler marries a lowborn in a barn (i.e., the AI's last-ditch effort to gain any spouse whatsoever), the genes (note: not their own traits but their genes) of the newly-wed spouse are now reset to be only either neutral or positive. This will, on net, improve genetic outcomes for the couple's offspring. This measure partially compensates, in this extreme case, for the fact that the marriage AI has no way to prefer avoiding spouses with terrible genes.
    • Holy War (Religious Subjugation):
      • In the prior version, we introduced an inheritance block for those subjugated via holy war upon any external-realm titles held by a ruler of their prior religion group before they were force-converted. The block only applied when the would-be inheritor was a ruler (i.e., when there was a risk of titles actually being externally inherited), but we decided that wasn't enough: even an unlanded courtier that was force-converted ideally wouldn't inherit external-realm titles of their prior religion group simply because cross-religion external inheritance is total yuck. Now, the inheritance block applies to non-rulers too.
      • For any that might have been confused by the fact that you still receive Vassal Inheritance Warning alerts regarding rulers that, in the UI, apparently are heir to titles that the external-realm, prior-religion-group inheritance prevention mechanic blocks them from inheriting, note that due to technical limitations with CKII succession, the inheritance can only be blocked at the very last moment before death of the external-realm ruler. Ergo, those alerts will still show despite not mattering in practice whatsoever, unfortunately.
    • Imperial Decay:
      • Being granted or otherwise gaining (i.e., not inheriting or usurping) an empire title no longer causes any gain in decay.
      • Usurping an empire title now causes much, much less decay gain than it would've previously. While a roulette of constant usurpations will still increase decay, a single usurpation will hardly make a dent. A usurpation still implies some "changing of the guard" regarding the imperial bureaucracy (while still contributing to the corruption / at least a temporary loss of efficiency of that bureaucracy), so it is now treated as a more neutral form of title transfer regarding decay.
      • Strengthened the effect of an entrenched ruling dynasty upon decay gain due to inheritance (number of consecutive rulers of the same dynasty). This is mostly to give players a bit more challenge continuing to hold on to the imperial crown for many generations, as entrenched as we tend to become. However, it is the dynastic entrenchment's effect upon bureaucratic corruption that matters for this decay component.
      • Reversed the effects of Crown Authority upon decay gain due to inheritance to make more sense:
        • Lower levels now cause less decay gain, while higher levels cause more decay gain.
        • Since Imperial Decay is about the tendency toward corruption and overall bureaucratic efficiency over time when unchecked (and not about the authority of the Crown), it makes more sense that a large bureaucracy centralized in the highest tier of the realm's government (higher Crown Authority) would have more potential for corruption or reduction in bureaucratic efficiency when that highest tier of the government changes rulers. In contrast, a decentralized bureaucracy in which a number of tiers of the realm's government are all responsible for their share of governance (lower Crown Authority) would be less affected by the top tier title changing rulers.
    • Seljuks:
      • Upon declaring war on the ERE over Anatolia, Seljuks will get 1.05x their levies in event troops instead of 1.63x their levies.
      • All Seljuk event troops' reinforce rate are now -75% from normal.
      • Toned down the matching troops that a Seljuk invader gains -- while their invasion mission is still active -- significantly.
    • The vanilla "You're no longer trait XYZ" events which remove a random personality trait when a character has more than 5 have been disabled for all rulers with the intention of promoting more coherent personalities. Previously, they were only disabled for players in EMF, which has always been greatly appreciated, but now AI rulers are also exempt. The landless aren't exempt.
    • The 'Request Vassal Transfer' decision and associated events have been updated to:
      • Allow any tier of a vassal to request a vassal transfer if they are the most immediate de jure liege of that vassal, regardless of whether the de jure liege title was, e.g., king-tier and the vassal's primary title was count-tier. [Yes, this wasn't possible in vanilla for some reason.]
      • Actually instruct AI lieges to respect the "never transfer me" flag set upon vassals whom have achieved independence from their liege rather than simply transfer them right back under that liege after they gain independence.
      • Teach AI lieges that it's better to hold on to merchant republic vassals rather than let them go to an underling.
    • The AI will is no longer affected by the 3-year cooldown on the "Employ Court Physician" decision to counterbalance the fact that they cannot take traits into account when assigning the Court Physician minor title and don't always assign the title, either. Human players who take over AIs will still be affected by the cooldown if the AI took the decision within 3 years beforehand however.
    • Court Maintenance Events:
      • The court events which assign random -- and in our opinion, silly -- nicknames to courtiers are now disabled.
      • Disabled the event that would randomly upgrade or downgrade a random courtier's skills.
      • The events for courtiers randomly getting relations, and courtiers getting random modifiers can all now happen to AI courts.
      • All court maintenance events are disabled for human courtiers (should there be any).
      • Incapable courtiers should no longer get events where they randomly get relations or modifiers.
      • Fixed the logic behind courtiers randomly becoming lovers so that it is now more likely at high opinion instead of being impossible at low opinion, and so that it properly follows attraction patterns (e.g., homosexuals taking on same-sex lovers, celibate and eunuch characters not taking on lovers). Close relatives and Chaste characters are also much less likely to become lovers, while Lustful and Hedonist characters are much more likely to become lovers. Characters that are too old will also not become lovers with characters who are young enough to feasibly have children.
      • Tweaked the opinion-based factors for whether two random courtiers become friends or rivals so that there is now a third-tier factor of at least 30 and at most -30 respectively and so that the cutoff for the first tier for becoming rivals is at at most -5 opinion instead of at most 5 opinion.
    • Events related to ambitions to improve a stat can now trigger for unlanded characters.
    • Unprotected Sex, STDs, and Pregnancy:
      • Changed the chances for pregnancy caused by unprotected sex during an event: instead of it being 10% chance multiplied by 2 for each partner that is fertile and multiplied by 0.5 for each partner that is infertile, the chance is now the two partners' fertility multiplied together, divided by 2, and rounded down by up to 2.5%.
      • Normalized chances of getting pregnant from the event where a lover comforts a married character to be the same chances as other cases where characters have unprotected sex.
      • Normalized chances of getting pregnant from the papal orgy private communion event to be the same chances as other cases where characters have unprotected sex.
      • Normalized the chances of getting pregnant from the event for a hedge knight seducing a courtier to be the same chances as other cases where characters have unprotected sex ten times instead of immediately impregnating the seduced courtier.
      • All bastards of the pope (Fraticelli or Catholic) will now trigger the Vatican Prince/Princess event unless the mother's spouse thinks the child is his.
      • The events for the ancestors steering a character to be lovers with a courtier, steering a character to be friends with a courtier, and steering a character to be rivals with a courtier can no longer create new characters; instead, they will simply never happen if there are no eligible courtiers. The lovers event will also now use the same chances for getting pregnant as other cases where characters have unprotected sex.
      • Introduced chance of getting a venereal disease from certain seduction events that involve having sex with an unnamed character and normalized chances of getting pregnant from them to be the same chances as other cases where characters have unprotected sex.
    • The events for a hedge knight seducing a courtier and a hedge knight distinguishing themselves can now trigger for AI rulers.
    • Modified multiple cases of peasant rebels spawning so that there is a 50% chance of spawning a female rebel peasant leader and so that heresiarchs have a chance to be female depending on their religion and the game's rules.
    • Crown Authority:
      • Reducing Crown Authority, whether explicitly or due to a usurpation, no longer adds a cooldown to raising the laws. Only raising Crown Authority adds a cooldown. This was the behavior prior to the previous version of EMF.
      • Gave the AI some more breaks regarding maintaining higher levels of Crown Authority toward the goal of them not always being stuck at either Autonomous Vassals or Limited for the entire game.
    • Patricians / Merchant Republics:
      • Merchant Republics now use a different equation for calculating who will be the next doge. Campaign funds contribute 1 per gold to Respect (from 5 per gold in vanilla), Prestige contributes 10 per prestige to Respect (from 2 per prestige in vanilla), Age no longer contributes to Respect (from 1 per its square in years in vanilla), and there is no longer a randomization factor of 500 that can potentially contribute to Respect. This, together with other changes to Merchant Republics and Patricians, should make it much harder to be the eternal, undisputed ruler of a Merchant Republic.
      • Newly generated patricians will now spawn with some family palace buildings built. For each family palace building line, they will spawn with it at the level equal to the highest level of that building line in their fellow patricians' family palaces.
      • Removed the monthly salary, monthly prestige bonus, and +25 opinion effect for the Patrician Heir minor title to balance out the fact that the AI does not grant the minor title to any of its characters. The minor title now cannot be granted to characters with any inheritance blocker (e.g., Blinded for the Byzantine culture group and concubines).
      • Patricians no longer lose gold when inheriting wealth from their family members. This is meant to eliminate an overly aggressive money sink in the game, which became even more aggressive with split wealth inheritance. It's relatively unnecessary now as well, as there are now way more money sinks available to patricians than in the past.
      • Patricians no longer gain prestige based on their treasury. It was kind of wonky that non-patricians wouldn't get prestige from a full treasury when patricians did. Besides, there are now way more places to spend excess money to generate prestige (e.g. Great Works).
      • Non-doge patricians now always have a seat reserved for them on their liege's council. This spot will usually be automatically be occupied when a patrician becomes eligible, but will still sometimes require the doge's input for a seat to get occupied.
      • The merchant republic-specific minor titles State Inquisitor, High Admiral, and High Judge can no longer be granted to unlanded members of the ruler's dynasty.
    • Nerfed the Recent Succession malus to no longer include demesne levy, demesne tax, or vassal opinion modifier components. Additionally, the "maximum liege levy" malus is now smaller than the "minimum liege levy" malus.
    • Messalian decision to Castrate Yourself now only gives 1% religious authority for 1 year rather than 2% for 10 years.
    • Adjustments to siege-related building destruction: the post-siege destruction event is now less likely for castle settlements, while the destruction event which occurs on a pulse during but not after a siege is more likely in general if the attacker is religiously hostile to the defender.
    • The Pope will no longer ask for very extensive lands/vassals in Italy in exchange for coronation.
    • The Great Work upgrades Armory, Studded Bastions, Soaring Fortresses, Gatehouse Forts, and Killing Fields no longer give flat amounts of troops to all holdings in the province in which they are built. Instead, they give a % bonus to the levies of all holdings in the province in which they are built; Armory, Soaring Fortresses, and Gatehouse Forts give +10%, Studded Bastions gives +12.5%, and Killing Fields gives +7.5%.
    • When a character with one of the relatively new vanilla ascetic traits (Muni, Aryika, Bhikkhu, Bhikkuni, Sanyasi, and Sanyasini) somehow gains a title, those ascetic traits will be cleared just as we already cleanup after ascetics with the traits Monk, Nun, Desert Father, and Desert Mother.
    • When a feudal/imperial, tribal, or nomadic ruler dies with a lower-tier heir whom is a ruler with a government type in the theocracy or republic groups, the heir will first abdicate and adopt the correct government type before succeeding their predecessor.
    • Independence Faction:
      • The faction can now target non-independent lieges (vassal dukes & vassal kings), whereas it's previously only been available against independent lieges.
      • Vassals whose capital is distant from their liege's capital will now be more aggressive than previously, taking into account larger distances as well.
      • Vassals with the same religion and culture group but not the same specific culture as their liege are now less aggressive at relatively short distances from the liege's capital.
      • The direct heir of the liege (whom is not necessarily the heir to the liege's primary title but the character that will inherit their dynastic holdings) will no longer participate in the faction, just as the primary heir (i.e., the heir to the liege's primary title) of the liege will not participate.
      • For faction creation/join chance modifiers regarding wrong-religion lieges, it's now required that the liege's religion actually be hostile to the vassal's. E.g., Orthodox Christianity is not hostile to Apostolic Christianity, so those [Armenian] vassals in the Byzantine Empire won't desire independence simply because the Emperor is Orthodox and they're Apostolic.
        • Due to the move toward considering religious hostility instead of simple religion or religion group mismatch, vassals with hostile heresies / parent religions within the same religion group as the liege now actually care about independence too.
      • Tribal vassals now care even less about whether their primary title is a de jure vassal of the liege, for the purposes of dissuading them from desiring independence.
      • Lieges that are also religious heads (e.g., Caliphs) are no longer treated less aggressively by their vassals following their religion.
      • Vassals whose subrealm is entirely disconnected from the liege's capital now much more aggressively seek independence; not being connected by at least a seazone either is even worse.
    • Claimant Faction:
      • When a claimant faction forms in support of a ruler and prepares to send its ultimatum to their liege, the claimant will now have the additional choices to join the faction (if same liege) with them at the last minute or tell the faction to stand down, which will prevent any more claimant factions forming supporting them for the title that they did for 5 years. Previously, there was no agency over this -- sometimes you don't want to be installed as, e.g., the Emperor -- or at least not for now.
    • When an AI Duke- or higher-tier ruler marries a lowborn in a barn (i.e., the AI's last-ditch effort to gain any spouse whatsoever), if the lowborn spouse doesn't have the same religion as the ruler and the ruler is AI, she/he will convert to the ruler's religion.
    • The piety cost for the Request Excommunication diplo-interaction has changed by +500% to 150 piety from the vanilla value of 25 piety.
    • Elective Monarchy and Princely Elective Succession:
      • Pretenders to lower-tier titles whose succession is determined by a higher-tier title with Elective Monarchy or Princely Elective succession law will no longer get extra [weak] claims upon those lower-tier titles -- only the highest-tier title(s).
      • When changing the succession law of the HRE, Elective Monarchy Succession is now a valid choice like all the others (provided the relatively stringent requirements for changing away from Princely Elective are met).
      • Elective Monarchy now gives a vassal limit bonus of +10. Princely Elective already gives +20.
      • [ SWMH ONLY ] In the German HRE's electorate setup, the Duchy of Westfranken instead of the Titular Duchy of Franken is now an elector title.
    • Protected Council Appointments:
      • The law is now the default for merchant republics.
      • Glory Hound and Moneymaker council positions will no longer have pre-defined positions on passing or repealing the law if they are not powerful vassals.
    • The following events can now trigger for AI characters:
      • Soldier Distinguishes himself.
      • A courtier initiates romance with another courtier (for Counts and Baron-tier patricians)
      • A famous herald proposed his service
      • Religious Subjugation (Take Province effect)
      • Gopher Maid
      • Howling at the Moon
      • Rats in the walls
      • Something in the well
      • Tomb Raiding
      • A law against the killing of cats
      • Meeting other crusaders
      • The little group of faithful
      • Meeting a Holy Order
      • Nail in the Iron Cross
      • The HRE crown and the prince.
      • Dice-throwing: Warrior Lodge Member is offered chance to start.
      • Rowdy Troops demand a greater share of the loot or they will leave. (Negotiation effects)
      • Find Commander (for Barons)
      • Sends rumors (about artifact, for Counts and Baron-tier patricians)
      • Inherited ingredients - keep or no?
      • Spoiled Cargo
      • Pirates Attack Ships
      • Pirates Captured
      • Valuable Spice Obtained
      • New Markets Discovered
      • Lost Ship Appears
      • Dockworkers Strike
      • Warehouse Fire
      • Efficient Dockworkers
      • Treasure Found!
      • Improved Charts
      • Captain Rams Pier
      • Hindu ascetic comes to visit
      • Buddhist ascetic comes to visit
      • Jain ascetic comes to visit
      • Diamond is found
      • Thugs
      • Peasants need elephants for clearing forest
      • Crazed elephant runs amuck
      • Temple elephants are dying
      • Hears of levitating yogi
      • The Polos arrive
      • Greek troops not wanting to cross the Indus
      • Kung fu monks
      • U-boat up the Indus
      • Visit Nalanda University?
      • Visit the Ganges?
      • Local Hindu temple asks for donations
      • Buddhist or Jain monks ask for donations
      • Non-Indian merchants upset about naked Jain ascetics
      • Commerce with relics
      • Visit Mount Athos?
      • Chaste Positive (create character)
      • Zealous positive - Muslim: Start
      • Poet: Gain diplomacy
      • Hunchback: of Notre Dame
    • Added many script optimizations (i.e., performance enhancements) related to EMF's religion & heresy modules (to our knowledge, this is/was the second largest resource hog in EMF after the 4-interest faction system).
    • Since you're playing a mod that obviously changes the checksum and thus you cannot earn achievements anyway, the text warning you about a particular game rule setting disabling achievements has been disabled (i.e., "This setting disables achievements!").
    • When a vassal king whose kingdom is a de jure vassal of his liege's empire, the vassal kingdom's crown laws are locked to that of the empire. If such a vassal king were to create a kingdom that is outside the de jure empire (and thus can have its own crown laws), you'd expect that the crown laws on their primary kingdom title (those of the empire) would be copied to the newly-created kingdom, because that's just how title creation works. In vanilla, it does not. Even if the empire and thus the vassal king's primary title at time of kingdom creation had Absolute Crown Authority, e.g., the newly-created crown law kingdom will still start at Autonomous Vassals -- copying its laws from no title at all.
      • Now, in EMF, the crown laws of the de jure vassal king's primary kingdom -- locked to the imperial crown laws -- will always be copied to the newly-created title. Essentially, the relevant laws of the empire title are copied to the new title instead of no laws at all.
    • Lucky rulers (which never appear without the player's say-so -- not to be confused with EU4's concept of it) now have +40 combat skill instead of the the +6 which they had previously, a value from the days before personal combat skill was scaled 10x with the release of Holy Fury.
    • Characters following religions of the Muslim religious group no longer trigger religious outrage when going down the heliocentrism event chain of Scholarship focus.
    • Emperor advisors will now give the same amount of prestige (instead of one Advisor giving 0.75 prestige per month and the other giving 1.0 prestige per month).
    • The Sickly infant trait now gives a higher health malus.
  • FIXES:
    • Fixed issues where the following artifacts would sometimes not spawn properly:
      • Iron Crown of Lombardy
      • Crown of Thorns
      • Seamless Robe of Jesus
      • Cloak of Mohammad
      • Right Hand of St. Demetrius
      • Buddha's Tooth
    • Fixed several traits having asymmetrical opposite trait (i.e., trait exclusivity) relationships. This could've led to unintended pairings of traits on a character.
    • Religious Features:
      • Enacting the Imperial Administration law now follows exactly the same rules for Imperial governments; namely, we now check for the reformed pagan religion feature Temporal Head rather than the norse_pagan_reformed religion specifically.
      • Fixed multiple issues where code was reliant on religion-specific features which would not work properly without Holy Fury enabled.
    • Patricians:
      • Fixed multiple issues related to EMF & vanilla code that erroneously could or could not trigger for patricians whom only hold a family palace.
      • Patrician marriage events will no longer fire if the respective characters' genders did not line up with their own gender laws or the gender laws of their patrician liege.
      • Patricians with only Baron-tier titles can now select the Groom an Heir ambition if their child is their heir.
    • Localised the death reason when a character dies from complications due to their delicate physique.
    • [ VANILLA MAP ONLY ] When forming the Saint-Empire Romain (western variant of the HRE) and the Ahistorical Empires game rule is enabled, the prior de jure territory of the regular/German HRE is now properly transferred to the Empire of Germany instead of behaving as if the game rule was not enabled and leaving no de jure empire in its place.
    • When seeking to Prepare a Coronation Ceremony as a child, the requirement that the child have an "assertive" trait (Ambitious, Quick, Genius, or Willful) is now correct.
    • When a liege peacefully accepts an Independence Faction ultimatum, no longer will claims on all the faction members' titles be awarded to the liege -- just the Revassalize CB, as is already the case in EMF when an independence war is won.
    • Fixed an issue where AI characters could not complete the "Civilize a Province" ambition.
    • Fixed an issue where Spymasters would not receive monthly prestige from their position when all other council members do.
    • The 4-interest factions (e.g., Court, Tradition, etc.) will now never demand that their liege lower Crown Authority if their liege's kingdom title's crown laws are actually overridden by a de jure liege imperial crown law title and the liege has no actual control over the crown laws on his kingdom title(s). The regular Lower Crown Authority faction already sidestepped this issue properly.
    • Added death reason localisation for deaths due to [rare] health complications from the Tiny trait.
  • VANILLA FIXES:
    • Fixed issue wherein patrician councillors with only their family palace holding would not be considered rulers and appropriately handled as such by the new CKII v3.1 court events & exodus decision.
    • The 'Legitimize Bastard' decision and other legitimization events will no longer have the potential to break dynasty trees by only converting the living progeny of the bastard to the legitimate dynasty.
    • Fixed an issue where the event for seducing a guard as a woman while in prison would never trigger because focuses are not allowed to be taken for prisoners. Instead, it now requires the Master Seductress trait.
    • Fixed issues where certain seduction events between characters would not transfer venereal diseases and male seducers would not be in danger of getting venereal diseases.
    • Fixed issues where certain seduction events involving sex with an unnamed character could override pregnancies of already pregnant women.
    • Fixed issues where certain coronation-related events that triggered for the Papacy would not trigger for the Fraticelli Papacy.
    • Fixed an issue where the event for a hedge knight seducing a courtier would trigger for multiple courtiers and could trigger for homosexual courtiers. Also fixed it not passing on venereal diseases.
    • Fixed an issue where the event for the ancestors steering a character to be lovers with a courtier would not pass on venereal diseases.
    • Fixed an issue where the event for a brilliant commander appearing would not properly work for Cathar and Messalian characters and an issue where female commanders could not appear for feminist religions other than those with the Matriarchal religious feature.
    • Fixed an issue where Business Focus' events could not trigger for patricians with only family palace holdings.
    • Fixed an issue where the Feuding Families event chain would never trigger between two AI families or two human-controlled family heads.
    • Fixed issues where multiple ongoing Feuding Families event chains in the same republic could cause the feuds to criss-cross and pollute each other's progress (previously only relevant in multiplayer, but now possible in singleplayer now that AI-AI feuds are allowed).
    • Fixed an issue where the events to end the Feuding Families event chains (Romeo and Juliet, The Battle) could only trigger once, even if the character decides to continue the feud with the family.
    • Fixed an issue where progressing down the Feuding Families event chain once would prevent a character from progressing down it a second time.
    • The Ducal Conquest CB (i.e., Ducal County Conquest), a Jade Dragon CB not to be confused with EMF's De Jure Duchy Claim CB, can no longer be used against your own liege.
    • Fixed an issue where attempting to swap a councillor to the advisor position as an emperor while having a vassal king with their own advisor would sometimes cause the option to swap places to appear when it should not. This also presents a minor performance improvement.

SWMH v3.28
  • CHANGES:
    • The de jure capital county of the Kingdom of Sicilia has been changed to Palermo from Napoli.

ARKOpack Interface (2019-06-05)
  • Full CKII v3.2.1 compatibility patch

CPRplus v3.0.7
  • BUG FIXES:
    • Adjusted Personal Combat Skill value necessary for special armor (EMF-only)
    • Fixed the wrong headgear assignment to the early-era Kurdish male portraits
    • Fixed a hair issue with the old-aged Alan female portrait
    • Fixed typos in Assyrian and Sicilian portrait files
    • Dalmatian children now use the Italian child icons (Vanilla issue)
    • (SWMH-only) Moravian culture will now use the proper graphical culture
 
Amazing update! Love your dedication guys and as always we really appraciate your work :)
 
Patricians / Merchant Republics:
  • Merchant Republics now use a different equation for calculating who will be the next doge. Campaign funds contribute 1 per gold to Respect (from 5 per gold in vanilla), Prestige contributes 10 per prestige to Respect (from 2 per prestige in vanilla), Age no longer contributes to Respect (from 1 per its square in years in vanilla), and there is no longer a randomization factor of 500 that can potentially contribute to Respect.

Well, this will certainly not work for my Icelandic Republic setup. I guess it's really time to start making a separate government type for that...

A thing that seems pretty apparent to me after many hours of testing outcomes is that Merchant Republics tend to amass a lot of gold (which they always have), and now also have insane amounts of retinues (due to lacking limitations I guess, and the aforementioned). This really doesn't work very well for the Northern/Western European MRs (Gotland, North Frisia, Cinque Ports, and my Icelandic Republic); they are too powerful by far.


Modified multiple cases of peasant rebels spawning so that there is a 50% chance of spawning a female rebel peasant leader and so that heresiarchs have a chance to be female depending on their religion and the game's rules.

What? Why? Are these some very specific cases?
 
What? Why? Are these some very specific cases?
depending on their religion and the game's rules.

Cathar, Equality religion, Enatic clans etc.

Well, this will certainly not work for my Icelandic Republic setup. I guess it's really time to start making a separate government type for that...
Those are global defines not settable on governments, so you are out of luck
 
This is Kendall Jenner's legs hot!

Thank you for all your amazing work. You are hereby recognized as an Official Genius.

Glory and Thunder, and Genetics!
 
Cathar, Equality religion, Enatic clans etc.

Still, 50% sounds like a weird percentage to choose; my guess would be that a historically plausible percentage would be significantly lower, even for Cathar heretics and other similar ones. And as for female "peasant leaders", not a single one springs to my mind... Perhaps you could enlighten me?

Those are global defines not settable on governments, so you are out of luck

I guess I'll have to re-instate the respect for elders across the board then!
 
Still, 50% sounds like a weird percentage to choose; my guess would be that a historically plausible percentage would be significantly lower, even for Cathar heretics and other similar ones. And as for female "peasant leaders", not a single one springs to my mind... Perhaps you could enlighten me?

I think @Erilaz is right about that.
 
Not something I know. While you may have a point for cathar, historical accuracy is kind of irrelevant for the full gender equality game rule and enatic clans religions.

If this was all subject to the "full gender equality game rule" I wouldn't object at all. As for the "female peasant leaders", the code appears to simply give a 50% chance to pretty much all peasant leaders spawning, which is insane if you ask me. Maybe I'm reading it wrong, I haven't actually tested it in-game:

Note the "female = 50" for all the random characters.
Code:
# Peasant Rebels rise up (temporary rebel title created, with a leader and a war)
# Triggered from "on_rebel_revolt"
province_event = {
    id = TOG.1000
    desc = EVTDESC_TOG_1000
    picture = GFX_evt_peasants
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    trigger = {
        has_dlc = "The Old Gods"

        # Will get clan rebels instead
        NAND = {
            has_empty_holding = yes
            owner = {
                is_nomadic = yes
            }
        }

        any_province_holding = {
            NOT = { holding_type = nomad }
        }

        # Heretic revolts have prio
        OR = {
            is_heretic = no
            owner = {
                top_liege = {
                    NOT = { is_parent_religion = ROOT }
                }
            }
        }

        # Religious revolts have prio
        NOT = {
            owner = {
                top_liege = {
                    emf_hostile_religion_to_ROOT = yes
                    NOT = { is_parent_religion = ROOT }
                }
            }
        }

        # Nationalist revolts have prio
        OR = {
            owner = {
                top_liege = {
                    culture = ROOT
                }
            }
            kingdom = {
                OR = {
                    has_holder = yes
                    NOT = { culture = ROOT }
                }
            }
        }

        # Decadence revolts have prio
        NOT = {
            owner = {
                top_liege = {
                    religion_group = muslim
                    OR = {
                        trait = dynasty_decadence_med
                        trait = dynasty_decadence_high
                    }
                }
            }
        }

        NOT = { # Not if there is already an ongoing peasant revolt for this province
            owner = {
                top_liege = {
                    war = yes
                    any_war = {
                        defender = { character = PREV }
                        OR = {
                            AND = {
                                using_cb = peasant_revolt
                                war_title = ROOT # The county
                            }
                            AND = {
                                using_cb = heretic_revolt
                                attacker = { religion = ROOT }
                            }
                            AND = {
                                using_cb = emf_revolt_religious
                                attacker = { religion = ROOT }
                            }
                            AND = {
                                using_cb = emf_decadence_revolt
                                attacker = { religion = ROOT }
                            }
                            AND = {
                                using_cb = liberation_revolt
                                thirdparty_title_scope = {
                                    ROOT = {
                                        kingdom = {
                                            title = PREVPREV
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }

    immediate = {
        create_character = {
            random_traits = yes
            dynasty = none
            religion = ROOT
            culture = ROOT
            female = 50
            age = 25
            attributes = {
                martial = 5
            }
            trait = peasant_leader
            trait = tough_soldier
        }

        new_character = {
            emf_new_character = yes
            create_title = {
                tier = DUKE
                landless = yes
                temporary = yes
                rebel = yes
                culture = ROOT
                name = "PEASANT_REVOLT"
                holder = THIS
            }

            wealth = 100

            random_list = {
                17 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 0.75
                        troops = {
                            archers = { 6 6 }
                            light_cavalry = { 4 4 }
                            light_infantry = { 10 10 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.75
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 4 4 }
                                light_infantry = { 10 10 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 31
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.75
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 4 4 }
                                light_infantry = { 10 10 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                17 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 0.5
                        troops = {
                            archers = { 6 6 }
                            light_cavalry = { 4 4 }
                            light_infantry = { 10 10 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.5
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 4 4 }
                                light_infantry = { 10 10 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 31
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.5
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 4 4 }
                                light_infantry = { 10 10 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                16 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 0.75
                        troops = {
                            archers = { 6 6 }
                            light_cavalry = { 3 3 }
                            light_infantry = { 11 11 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.75
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 3 3 }
                                light_infantry = { 11 11 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 31
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.75
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 3 3 }
                                light_infantry = { 11 11 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                17 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 0.5
                        troops = {
                            archers = { 6 6 }
                            light_cavalry = { 3 3 }
                            light_infantry = { 11 11 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.5
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 3 3 }
                                light_infantry = { 11 11 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 31
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.5
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 3 3 }
                                light_infantry = { 11 11 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                16 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 0.75
                        troops = {
                            archers = { 6 6 }
                            light_infantry = { 14 14 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.75
                            troops = {
                                archers = { 6 6 }
                                light_infantry = { 14 14 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 31
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.75
                            troops = {
                                archers = { 6 6 }
                                light_infantry = { 14 14 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                17 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 0.5
                        troops = {
                            archers = { 6 6 }
                            light_infantry = { 14 14 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.5
                            troops = {
                                archers = { 6 6 }
                                light_infantry = { 14 14 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 31
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 0.5
                            troops = {
                                archers = { 6 6 }
                                light_infantry = { 14 14 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
            }

            # DoW on the province top liege
            ROOT = {
                owner = {
                    top_liege = {
#                        set_defacto_vassal = PREVPREVPREV
                        reverse_war = {
                            target = PREVPREVPREV
                            casus_belli = peasant_revolt
                            thirdparty_title = ROOT # The county
                        }
                        reverse_opinion = {
                            who = PREVPREVPREV
                            modifier = opinion_evil_tyrant
                        }
                    }
                }
            }
        }

        owner = {
            any_liege = { # Inform the lieges
                character_event = {
                    id = TOG.1001
                }
            }
        }
    }

    option = {
        name = "EVTOPTA_TOG_1000"
    }
}

character_event = {
    id = TOG.1001
    desc = EVTDESC_TOG_1001
    picture = GFX_evt_peasants
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    option = {
        name = "EVTOPTA_TOG_1000"
    }
}

# Peasants seize a holding. Fired from 'on_siege_over_winner'.
character_event = {
    id = TOG.1005
    hide_window = yes
    is_triggered_only = yes

    trigger = {
        trait = peasant_leader
        rebel = yes
        FROM = {
            is_capital = yes # The capital holding
        }
    }

    immediate = {
        FROM = {
            location = {
                if = {
                    limit = {
                        NOT = { has_province_modifier = peasant_unrest }
                    }
                    add_province_modifier = {
                        name = peasant_unrest
                        duration = 730
                    }
                }
            }
        }
    }
}

# Peasant Rebels rise up to reinforce an ongoing provincial peasant revolt
# Triggered from "on_rebel_revolt"
province_event = {
    id = TOG.1010
    desc = EVTDESC_TOG_1010
    picture = GFX_evt_peasants
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    trigger = {
        has_dlc = "The Old Gods"

        any_province_holding = {
            NOT = { holding_type = nomad }
        }

        # There is already an ongoing peasant revolt for this province
        owner = {
            top_liege = {
                war = yes
                any_war = {
                    defender = { character = PREV }
                    using_cb = peasant_revolt
                    war_title = ROOT # The county
                }
            }
        }
    }

    immediate = {

        add_province_modifier = {
            name = recent_county_uprising
            duration = 1825 # Five years of -100% revolt risk in this county
        }

        owner = {
            top_liege = {
                any_war = {
                    limit = {
                        defender = { character = PREV }
                        using_cb = peasant_revolt
                        war_title = ROOT # The county
                    }
                    attacker = {
                        random_list = {
                            17 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 31
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            17 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 31
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            16 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 3 3 }
                                            light_infantry = { 11 11 }
                                        }
                                        attrition = 1.0
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 3 3 }
                                            light_infantry = { 11 11 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 31
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 3 3 }
                                            light_infantry = { 11 11 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            17 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 3 3 }
                                            light_infantry = { 11 11 }
                                        }
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 3 3 }
                                            light_infantry = { 11 11 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 31
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 3 3 }
                                            light_infantry = { 11 11 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            16 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 31
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.75
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            17 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 31
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 0.5
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        owner = {
            any_liege = { # Inform the lieges
                character_event = {
                    id = TOG.1011
                }
            }
        }
    }

    option = {
        name = "EVTOPTA_TOG_1010"
    }
}

character_event = {
    id = TOG.1011
    desc = EVTDESC_TOG_1011
    picture = GFX_evt_peasants
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    option = {
        name = "EVTOPTA_TOG_1010"
    }
}

# Heretic Rebels rise up (temporary rebel title created, with a leader and a war)
# Triggered from "on_rebel_revolt"
province_event = {
    id = TOG.1020
    desc = EVTDESC_TOG_1020
    picture = GFX_evt_heretic
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    trigger = {
        has_dlc = "The Old Gods"

        is_heretic = yes

        any_province_holding = {
            NOT = { holding_type = nomad }
        }

        owner = {
            top_liege = {
                is_parent_religion = ROOT
            }
        }

        NOT = { # Not if there is already an ongoing revolt
            owner = {
                top_liege = {
                    war = yes
                    any_war = {
                        defender = { character = PREV }
                        OR = {
                            AND = {
                                using_cb = peasant_revolt
                                war_title = ROOT # The county
                            }
                            AND = {
                                using_cb = heretic_revolt
                                attacker = { religion = ROOT }
                            }
                            AND = {
                                using_cb = emf_revolt_religious
                                attacker = { religion = ROOT }
                            }
                        }
                    }
                }
            }
        }
    }

    immediate = {
        create_character = {
            random_traits = yes
            dynasty = none
            religion = ROOT
            culture = ROOT
            female = no
            age = 32
            attributes = {
                martial = 7
                learning = 7
            }
            trait = heresiarch
            trait = zealous
            trait = scholar
            trait = skilled_tactician
        }

        new_character = {
            random_list = {
                50 = {
                    modifier = {
                        factor = 0
                        NOR = {
                            has_game_rule = { name = gender value = all }
                            emf_feminist_religion = yes
                        }
                    }
                    emf_set_gender_female = yes
                }
                50 = {
                    modifier = {
                        factor = 0
                        NOT = { has_game_rule = { name = gender value = all } }
                        has_religion_feature = religion_matriarchal
                    }
                    emf_set_gender_male = yes
                }
            }
            emf_new_character = yes
            set_character_flag = heretic_revolter

            create_title = {
                tier = DUKE
                landless = yes
                temporary = yes
                rebel = yes
                culture = ROOT
                name = "HERETIC_REVOLT"
                holder = THIS
            }

            wealth = 100

            random_list = {
                34 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 1.0
                        troops = {
                            archers = { 6 6 }
                            light_cavalry = { 4 4 }
                            light_infantry = { 10 10 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 1.0
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 4 4 }
                                light_infantry = { 10 10 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 23
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 1.0
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 4 4 }
                                light_infantry = { 10 10 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                33 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 1.0
                        troops = {
                            archers = { 6 6 }
                            light_cavalry = { 2 2 }
                            light_infantry = { 12 12 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 1.0
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 2 2 }
                                light_infantry = { 12 12 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 23
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 1.0
                            troops = {
                                archers = { 6 6 }
                                light_cavalry = { 2 2 }
                                light_infantry = { 12 12 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
                33 = {
                    spawn_unit = {
                        province = ROOT
                        home = ROOT
                        owner = THIS
                        #leader = THIS
                        scaled_by_biggest_garrison = 1.0
                        troops = {
                            archers = { 6 6 }
                            light_infantry = { 14 14 }
                        }
                        attrition = 1.0
                        cannot_inherit = yes
                        disband_on_peace = yes
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 30
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 1.0
                            troops = {
                                archers = { 6 6 }
                                light_infantry = { 14 14 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                    create_character = {
                        random_traits = yes
                        dynasty = none
                        religion = THIS
                        culture = THIS
                        female = 50
                        age = 23
                        trait = peasant_leader
                        trait = tough_soldier
                    }
                    new_character = {
                        emf_new_character = yes
                        spawn_unit = {
                            province = ROOT
                            home = ROOT
                            owner = PREV
                            scaled_by_biggest_garrison = 1.0
                            troops = {
                                archers = { 6 6 }
                                light_infantry = { 14 14 }
                            }
                            attrition = 1.0
                            cannot_inherit = yes
                            disband_on_peace = yes
                        }
                    }
                }
            }

            # DoW on the province top liege
            ROOT = {
                owner = {
                    top_liege = {
                        reverse_war = {
                            target = PREVPREVPREV
                            casus_belli = heretic_revolt
                            thirdparty_title = ROOT # The county...
                            tier = DUKE # ... but really the de jure duchy
                        }
                        reverse_opinion = {
                            who = PREVPREVPREV
                            modifier = opinion_evil_tyrant
                        }
                    }
                }
            }
        }

        owner = {
            any_liege = { # Inform the lieges
                character_event = {
                    id = TOG.1021
                }
            }
        }
    }

    option = {
        name = "EVTOPTA_TOG_1020"
    }
}

character_event = {
    id = TOG.1021
    desc = EVTDESC_TOG_1021
    picture = GFX_evt_heretic
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    option = {
        name = EVTOPTA_TOG_1020
    }
}

# Heretics seize a holding. Fired from 'on_siege_over_winner'.
character_event = {
    id = TOG.1025
    hide_window = yes
    is_triggered_only = yes

    trigger = {
        trait = heresiarch
        rebel = yes
        FROM = {
            is_capital = yes # The capital holding
        }
    }

    immediate = {
        FROM = {
            location = {
                if = {
                    limit = {
                        NOT = { religion = ROOT }
                    }
                    random = {
                        chance = 50
                        religion = ROOT
                    }
                }
                if = {
                    limit = {
                        NOT = { has_province_modifier = religious_unrest }
                    }
                    add_province_modifier = {
                        name = religious_unrest
                        duration = 730
                    }
                }
            }
        }
    }
}

# Heretic Rebels rise up to reinforce an ongoing heretic uprising
# Triggered from "on_rebel_revolt"
province_event = {
    id = TOG.1030
    desc = EVTDESC_TOG_1030
    picture = GFX_evt_heretic
    border = GFX_event_normal_frame_war

    is_triggered_only = yes

    trigger = {
        has_dlc = "The Old Gods"

        is_heretic = yes

        owner = {
            top_liege = {
                is_parent_religion = ROOT
            }
        }

        any_province_holding = {
            NOT = { holding_type = nomad }
        }

        owner = {
            top_liege = {
                war = yes
                any_war = {
                    defender = { character = PREV }
                    using_cb = heretic_revolt
                    attacker = { religion = ROOT }
                }
            }
        }
    }

    immediate = {

        add_province_modifier = {
            name = recent_county_uprising
            duration = 1825 # Five years of -100% revolt risk in this county
        }

        owner = {
            top_liege = {
                any_war = {
                    limit = {
                        defender = { character = PREV }
                        using_cb = heretic_revolt
                        attacker = { religion = ROOT }
                    }
                    attacker = {
                        random_list = {
                            34 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 23
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 4 4 }
                                            light_infantry = { 10 10 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            33 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 2 2 }
                                            light_infantry = { 12 12 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 2 2 }
                                            light_infantry = { 12 12 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 23
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_cavalry = { 2 2 }
                                            light_infantry = { 12 12 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                            33 = {
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 25
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 30
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                                create_character = {
                                    random_traits = yes
                                    dynasty = none
                                    religion = THIS
                                    culture = THIS
                                    female = 50
                                    age = 23
                                    trait = peasant_leader
                                    trait = tough_soldier
                                }
                                new_character = {
                                    emf_new_character = yes
                                    spawn_unit = {
                                        province = ROOT
                                        home = ROOT
                                        owner = PREV
                                        scaled_by_biggest_garrison = 1.0
                                        troops = {
                                            archers = { 6 6 }
                                            light_infantry = { 14 14 }
                                        }
                                        attrition = 1.0
                                        cannot_inherit = yes
                                        disband_on_peace = yes
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        owner = {
            any_liege = { # Inform the lieges
                character_event = {
                    id = TOG.1031
                }
            }
        }
    }

    option = {
        name = "EVTOPTA_TOG_1030"
    }
}

EDIT: I can confirm that about half of all peasant leaders are now female...
 
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It was kind of wonky that non-patricians wouldn't get prestige from a full treasury when patricians did.
Well, I thought that it kind of fits with the focus that patricians are supposed to have on wealth instead of amassing land and titles like feudal rulers do. The complete removal of the age factor might also be too harsh, 16 years old Doge like Otto Orseolo were a semi-monarchic exception.
If this was all subject to the "full gender equality game rule" I wouldn't object at all. As for the "female peasant leaders", the code appears to simply give a 50% chance to pretty much all peasant leaders spawning, which is insane if you ask me. Maybe I'm reading it wrong, I haven't actually tested it in-game:
Agreed, from the look of it only heresiarchs follow the equality game rule and feminist religion trigger.
 
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I created the Outremer culture and all language comes by default in vanilla. They should add the Outremer culture in A_Nobletitles.txt (French for example). Once we create the culture, everything comes in its default language (Duke of Jérusalem, or King of Jérusalem for example), when it should be Duché de Jérusalem or Roi de Jérusalem. Actually, the language should be Latin
Rex - Regina
Dux - Ducissa
Comes - Comitissa
Baro - Baronissa

Regards.
 
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Been away for a while so am a bit rusty. Is it possible to install SWMH and EMF and say no to the rest? Could you remind me what to edit so I can get a 769 date? It used to be really easy but I have just forgotten the file I need to edit, thanks.
 
769 still requires you to say no to SWMH. Our official position on 769 remains unchanged and no submods have been finished to make the bookmark playable on our map.

And the installer allows you to say no to everything but EMF and SWMH without a problem. You'll revert to Vanilla CoA's, graphics and portraits without any issues, by saying no to all the other modules in the installer
 
769 still requires you to say no to SWMH. Our official position on 769 remains unchanged and no submods have been finished to make the bookmark playable on our map.

I'm not asking you to change anything, this is for my own personal game. I only had to make one edit and it gave me the 769 start date. So you can't tell the file to edit? Wow!

Could you perhaps answer my other question, Can you install just the SWMH and EMF and say no to the others? I will play HIP in it's fullest some time in the near future but for now I'd to play how I want. Cheers.
 
I'm not asking you to change anything, this is for my own personal game. I only had to make one edit and it gave me the 769 start date. So you can't tell the file to edit? Wow!

Could you perhaps answer my other question, Can you install just the SWMH and EMF and say no to the others? I will play HIP in it's fullest some time in the near future but for now I'd to play how I want. Cheers.

Calm down?

I was literally just answering your question. Yes, you can make a bookmark entry and get 769 on the SWMH map, but a vast majority of the title histories don't have any entries for 769, so the game will randomly generate a setup for you if you tried launching up 769 with SWMH. Which is why i gave you the answer i did.

If you'd like to play on a randomly generated 769 setup for SWMH, then i just gave you the way to do that.

And yes, you can say no to all the other modules except for SWMH and EMF without any problems, just follow the instructions in the installer and click N to all the modules you don't want
 
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